Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SKG '05 Proceedings of the First International Conference on Semantics, Knowledge and Grid
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Computers in Human Behavior
Electronic Commerce Research and Applications
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Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Virtual item purchase behavior in virtual worlds: an exploratory investigation
Electronic Commerce Research
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Electronic Commerce Research
Player motivations: A psychological perspective
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
User acceptance of hedonic digital artifacts: A theory of consumption values perspective
Information and Management
The influence of extro/introversion on the intention to pay for social networking sites
Information and Management
Overview and recent advances in partial least squares
SLSFS'05 Proceedings of the 2005 international conference on Subspace, Latent Structure and Feature Selection
Identification with the player character as determinant of video game enjoyment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Computers in Human Behavior
Computers in Human Behavior
Player-Avatar Identification in video gaming: Concept and measurement
Computers in Human Behavior
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The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users' perceived value of purchasable game items, and (2) develop a new construct - the ''integrated value of purchasing game items'' - based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the ''integrated value of purchasing game items'' was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users' intention to purchase game items.