Decision Support Systems - Special issue on economics of electronic commerce
Extending the TAM for a World-Wide-Web context
Information and Management
Developing and Validating Trust Measures for e-Commerce: An Integrative Typology
Information Systems Research
Factors influencing the usage of websites: the case of a generic portal in The Netherlands
Information and Management
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Psychological antecedents of institution-based consumer trust in e-retailing
Information and Management
HICSS '05 Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences - Volume 07
Individual Trust in Online Firms: Scale Development and Initial Test
Journal of Management Information Systems
What makes people experience flow? Social characteristics of online games
International Journal of Advanced Media and Communication
Towards an understanding of the behavioural intention to use a web site
International Journal of Information Management: The Journal for Information Professionals
Beyond e-business models: the road to virtual worlds
Electronic Commerce Research
Virtual item sales as a revenue model: identifying attributes that drive purchase decisions
Electronic Commerce Research
VONEX: a novel approach to establishing open virtual money exchange regime
Proceedings of the 11th International Conference on Electronic Commerce
The complex problem of monetizing virtual electronic social networks
Decision Support Systems
Journal of Management Information Systems
Virtual reality applications with user interface for dynamic content development
CEA'10 Proceedings of the 4th WSEAS international conference on Computer engineering and applications
Communications of the ACM
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Design of a multiuser virtual trade fair using a game engine
Transactions on computational science XII
Purchase behavior in virtual worlds: An empirical investigation in Second Life
Information and Management
Virtual item purchasing patterns in a social game: differences between high and low spenders
Proceedings of the 2012 iConference
Use, perceived deterrence and the role of software piracy in video game console adoption
Information Systems Frontiers
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
Functional Modelling and Analysis of IDM E-Tailer Platforms
International Journal of E-Business Research
Communication in virtual world: Second life and business opportunities
Information Systems Frontiers
Information Technology and Management
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Virtual worlds, such as Second Life and Everquest, have grown into virtual game communities that have economic potential. In such communities, virtual items are bought and sold between individuals for real money. The study detailed in this paper aims to identify, model and test the individual determinants for the decision to purchase virtual items within virtual game communities. A comprehensive understanding of these key determinants will enable researchers to further the understanding of player behavior towards virtual item transactions, which are an important aspect of the economic system within virtual games and often raise one of the biggest challenges for game community operators. A model will be developed via a mixture of new constructs and established theories, including the theory of planned behavior (TPB), the technology acceptance model (TAM), trust theory and unified theory of acceptance and use of technology (UTAUT). For this purpose the research uses a sequential, multi-method approach in two phases: combining the use of inductive, qualitative data from focus groups and expert interviews in phase one; and deductive, quantitative survey data in phase two. The final model will hopefully provide an impetus to further research in the area of virtual game community transaction behavior. The paper rounds off with a discussion of further research challenges in this area over the next seven years.