Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
Extending the TAM for a World-Wide-Web context
Information and Management
Hosting Web Communities: Building Relationships, Increasing Customer Loyalty, and Maintaining a Competitive Edge
Information Systems Research
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Encouraging participation in virtual communities
Communications of the ACM - Spam and the ongoing battle for the inbox
International Journal of Human-Computer Studies
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Video game values: Human-computer interaction and games
Interacting with Computers
Increasing participation in online communities: A framework for human-computer interaction
Computers in Human Behavior
Sense of Virtual Community: A Conceptual Framework and Empirical Validation
International Journal of Electronic Commerce
Why Do Internet Users Stick with a Specific Web Site? A Relationship Perspective
International Journal of Electronic Commerce
Journal of Information Science
A Conceptual Framework for Demographic Groups Resistant to On-line Community Interaction
International Journal of Electronic Commerce
Computers in Human Behavior
Virtual communities and society: Toward an integrative three phase model
International Journal of Information Management: The Journal for Information Professionals
The potential of virtual communities in the insurance industry in the UK and Greece
International Journal of Information Management: The Journal for Information Professionals
Satisfaction with virtual worlds: An integrated model of experiential value
Information and Management
Use, perceived deterrence and the role of software piracy in video game console adoption
Information Systems Frontiers
Living in the Hutt Space: Immersive process in the Star Wars Role-Play community of Second Life
Computers in Human Behavior
First person paparazzi: Why social media should be studied more like video games
Telematics and Informatics
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Video games are enjoying fast-growing popularity, becoming a major component of young people's social lives and leisure activities. Many players share information and conduct social interactions in virtual communities (VC). The current study sought to examine the relationships between members and leaders in such video game communities using a number of variables to describe the member (i.e., knowledge sharing, usefulness, enjoyability, off-site interaction, satisfaction, loyalty, and intention to use) and the leader (i.e., leader involvement). Based on a sample of 2227 members and 41 leaders in 30 video game communities, the research demonstrated the use of a two-level hierarchical linear modeling (HLM) to examine the relationships of VC leaders and members, appropriately adjusted for a nested structure. The results indicated that leaders who engage in higher levels of involvement in VC are more likely to have members who agree with and respond to the community. Furthermore, member- and leader-level factors were significantly associated with member satisfaction: knowledge sharing, usefulness, and enjoyability explained within-VC variance while leader involvement explained between-VC variance. Finally, member satisfaction demonstrated positive effects on both member loyalty and intention to use. The study further discussed the implications of these findings, offering direction for future research.