2021
DOI: 10.1007/978-3-030-77277-2_17
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In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model

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“…Likewise, in Malaysia, about 76.1% of Internet users are adolescents and teenagers, with 43.7% or 13.8 million of them playing online video games frequently and spent an impressive $673 million on games last year alone, meaning it's one of the biggest games markets in Southeast Asia [13].. The trading for virtual goods in video games is relatively new and is growing at a fast pace, prior studies have identified antecedents of virtual product purchase intention like information seeking, self-presentation, and affection as are a few examples [14,15]. In Addition, Abbasi, et al [16] and Jang and Park [17] reveal that artificial obstacles and gaps created in the games reflect the lower perceived enjoyment of the game and just overcome these issues purchasable in-game content offered to the players.…”
Section: In-game Virtual Product Purchasementioning
confidence: 99%
“…Likewise, in Malaysia, about 76.1% of Internet users are adolescents and teenagers, with 43.7% or 13.8 million of them playing online video games frequently and spent an impressive $673 million on games last year alone, meaning it's one of the biggest games markets in Southeast Asia [13].. The trading for virtual goods in video games is relatively new and is growing at a fast pace, prior studies have identified antecedents of virtual product purchase intention like information seeking, self-presentation, and affection as are a few examples [14,15]. In Addition, Abbasi, et al [16] and Jang and Park [17] reveal that artificial obstacles and gaps created in the games reflect the lower perceived enjoyment of the game and just overcome these issues purchasable in-game content offered to the players.…”
Section: In-game Virtual Product Purchasementioning
confidence: 99%