Consumer trust in an Internet store
Information Technology and Management
The Social Construction of Meaning: An Alternative Perspective on Information Sharing
Information Systems Research
Technology acceptance model for internet banking: an invariance analysis
Information and Management
Research Note: The Influence of Recommendations and Consumer Reviews on Evaluations of Websites
Information Systems Research
Information and Management
Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?
Computers in Human Behavior
Cross-modal compensation between name and visual aspect in socially active avatars
Computers in Human Behavior
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Even in virtual environments women shop and men build: A social role perspective on Second Life
Computers in Human Behavior
Social organization in virtual settings depends on proximity to human visual aspect
Computers in Human Behavior
The change in user and IT dynamics: Blogs as IT-enabled virtual self-presentation
Computers in Human Behavior
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Exploring the value of purchasing online game items
Computers in Human Behavior
Purchase behavior in virtual worlds: An empirical investigation in Second Life
Information and Management
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The virtual world has become a new channel in which people can contact with others, and organizations can provide service to their customers. Selling symbolic virtual goods has also emerged as a new economy in the virtual world. Such symbolic goods cannot facilitate people to accomplish any specific tasks; people buy them simply to decorate their avatars. This study is based on the theories of symbolic consumption, self-presentation, and computer-mediated environment, to investigate why people buy decorative symbolic goods in the virtual world. The results show that people buy symbolic virtual goods for both emotional and social values. While user perceived social presence and telepresence affect both social and emotional value of symbolic goods, individual self-presentation motivation affects only social value. Besides, anonymous users in the virtual world show behaviors that differ with non-anonymous ones.