Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Computer Games: Text, Narrative and Play
Computer Games: Text, Narrative and Play
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
Sense of Virtual Community: A Conceptual Framework and Empirical Validation
International Journal of Electronic Commerce
User acceptance of hedonic information systems
MIS Quarterly
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The MMORPG is an interactive multiplayer online role-playing game. Players interact with each other in the virtual community of MMORPG having different behaviors due to the level of involvement and interaction. Players and players have different interaction in the communities through the game. The level of participation and interaction of players cause different behaviors in the game. Research data comes from those players who created their roles from 18pm to 24pm at the first day the game world started and their behaviors were continuity recording for 7 days. The results of the study found that players who attended to the virtual community were willing to spend more time and pay more money on the online game. Moreover, positive correlation was found between time and money players spent in the MMORPG. Furthermore, there is no difference between players' behavior in the game in different roles of genders.