2021
DOI: 10.2224/sbp.10193
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Perceived value and willingness to consume in online mobile games

Abstract: We investigated the relationship between perceived value of virtual goods and willingness to consume virtual goods in online mobile games, and examined the roles of gamers' intention to use virtual goods and extraversion in this relationship. We constructed a moderated mediation model to analyze data from 894 undergraduate students in China. Perceived value was positively correlated with willingness to consume, and intention to use played a mediating role in this relationship; further, the indirect effect of … Show more

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Cited by 7 publications
(1 citation statement)
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“…Game virtual goods have become one of the major consumer categories in the online environment over the past decade (Wu & Andrizal, 2021). Game merchandise trading is the primary revenue model for online gaming.…”
Section: Introductionmentioning
confidence: 99%
“…Game virtual goods have become one of the major consumer categories in the online environment over the past decade (Wu & Andrizal, 2021). Game merchandise trading is the primary revenue model for online gaming.…”
Section: Introductionmentioning
confidence: 99%