4.7 Article

Exploring the value of purchasing online game items

Journal

COMPUTERS IN HUMAN BEHAVIOR
Volume 27, Issue 6, Pages 2178-2185

Publisher

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2011.06.013

Keywords

Game item; Consumption value; Free-to-play game; Character identification; Purchase intention

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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. (C) 2011 Elsevier Ltd. All rights reserved.

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