Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
An empirical study on predicting user acceptance of e-shopping on the Web
Information and Management
Extrinsic versus intrinsic motivations for consumers to shop on-line
Information and Management
Literature derived reference models for the adoption of online shopping
Information and Management
Why people buy virtual items in virtual worlds with real money
ACM SIGMIS Database
Virtual item purchase behavior in virtual worlds: an exploratory investigation
Electronic Commerce Research
Virtual item sales as a revenue model: identifying attributes that drive purchase decisions
Electronic Commerce Research
A contingency model for estimating success of strategic information systems planning
Information and Management
Trust and TAM in online shopping: an integrated model
MIS Quarterly
User acceptance of hedonic information systems
MIS Quarterly
International Journal of Information Management: The Journal for Information Professionals
International Journal of Information Management: The Journal for Information Professionals
Computers in Human Behavior
The temporal relationships among habit, intention and IS uses
Computers in Human Behavior
International Journal of Information Management: The Journal for Information Professionals
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Virtual worlds are an emerging online transaction context in which millions of players around the world participate and trade virtual items with one another. However, little research has been conducted into purchase behavior in this new context. To address this gap, we developed and tested a conceptual model of purchase behavior in virtual worlds using a combination of existing and new constructs. An online survey was conducted within Second Life (n=250) and tested using structural equation modeling. We conclude with implications for practice and research limitations.