The Development of a Model For Empirically Testing Virtual Item Purchase Behaviour in Virtual Worlds : Theory and Results
In the past few years, virtual worlds - such as Second Life (SL), World of Warcraft (WoW) and RuneScape - have demonstrated the potential to be a promising online business model. Millions of users around the world now participate in virtual worlds and trade virtual items with each other. What is mor...
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University of East Anglia
2009
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Online Access: | http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514240 |