“…To fill this gap, this study seeks to explore the process through which a value-informed pricing strategy is applied to determine the price level of virtual digital products (virtual in-game accessories) by using the Chinese Massively Multiplayer Online Role-Playing Game (MMORPG) industry as the case. The reasons of case selection are as follows: first, MMORPG is one of the most commercially successful entertainment software applications which determines the price level of digital products (virtual in-game accessories; Ang, Zaphiris, & Mahmood, 2007; Sourmelis, Ioannou, & Zaphiris, 2017); second, China has surpassed the United States and become the largest game market with a sale of 24.6 billion US dollars in 2016, and has a great potential for further growth (Rong, Ren, & Shi, 2018; Roquilly, 2011). Thus, we believe that the pricing study on the Chinese MMORPG industry is of importance for the expansion of value-informed theory and can be generally referred by other countries to further develop this promising industry.…”