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.

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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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5 citations in Scopus
3 citations in Web of Science®
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ID Code: 15259
Item Type: Conference Paper
Refereed: Yes
Keywords: player types, virtual consumption, consumer behavior
DOI: 10.1007/978-3-540-74873-1_62
ISBN: 9783540748724
ISSN: 1611-3349
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. Lecture Notes in Computer Science
Deposited On: 20 Oct 2008 00:00
Last Modified: 30 Jul 2015 00:52

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