Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior
Drennan, Penny & Keeffe, Dominique A. (2007) Virtual Consumption: Using Player Types to Explore Virtual Consumer Behavior. In Ma, Lizhuang, Rauterberg, Matthias, & Nakatsu, Ryohei (Eds.) 6th International Conference: Entertainment Computing – ICEC 2007, September 15-17, 2007, Shanghai, China.
As virtual economies begin to interact more with real world economies, it is important to consider the in-game activities that players engage in, which create and transfer game currency. Specifically, we examine products and services that players offer to each other within MMORPGs. We use Bartle’s taxonomy of player types to illustrate the different behavioral approaches players have in consuming these products and services. We introduce the term virtual consumption to describe these in-game exchanges and highlight the need for further research into this phenomenon.
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|Item Type:||Conference Paper|
|Keywords:||player types, virtual consumption, consumer behavior|
|Subjects:||Australian and New Zealand Standard Research Classification > CHEMICAL SCIENCE (030000) > INORGANIC CHEMISTRY (030200) > Bioinorganic Chemistry (030201)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)
|Divisions:||Past > QUT Faculties & Divisions > Faculty of Science and Technology|
|Copyright Owner:||Copyright 2007 Springer|
|Copyright Statement:||This is the author-version of the work. Conference proceedings published, by Springer Verlag, will be available via SpringerLink. http://www.springer.de/comp/lncs/ Lecture Notes in Computer Science|
|Deposited On:||20 Oct 2008|
|Last Modified:||22 Jan 2014 03:59|
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