2018
DOI: 10.1016/j.jbusres.2018.07.035
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Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention

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Cited by 88 publications
(60 citation statements)
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References 53 publications
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“…However, Tamborini et al (2011) propose that game enjoyment only explained about half of the variance in self‐reported entertainment experiences. This is supported by recent studies that suggest consumers also seek self‐worth (Liao et al, 2020), impression management (Chen & Chen, 2020), and authenticity (Wu & Hsu, 2018) in their gameplay. Indeed, during national and regional pandemic lockdowns across many countries, consumers are said to have played MMORPGs more for socialization than hedonism (D'Anastasio, 2020; Lufkin, 2020).…”
Section: Introductionsupporting
confidence: 63%
See 1 more Smart Citation
“…However, Tamborini et al (2011) propose that game enjoyment only explained about half of the variance in self‐reported entertainment experiences. This is supported by recent studies that suggest consumers also seek self‐worth (Liao et al, 2020), impression management (Chen & Chen, 2020), and authenticity (Wu & Hsu, 2018) in their gameplay. Indeed, during national and regional pandemic lockdowns across many countries, consumers are said to have played MMORPGs more for socialization than hedonism (D'Anastasio, 2020; Lufkin, 2020).…”
Section: Introductionsupporting
confidence: 63%
“…The perceived authenticity of players’ virtual experience seems to determine their purchase intentions of in‐game items (Wu & Hsu, 2018). In particular, Wu and Hsu (2018) assume players are more likely to purchase in‐game items when these are perceived as authentic.…”
Section: Resultsmentioning
confidence: 99%
“…Players are often willing to invest in virtual items to enhance their game performance (Hamari and Lehdonvirta, 2010;Park and Lee, 2011). Functional or instrumental props are used by players to increase the offensive or defensive powers of their characters, whereas decorative or expressive props are purchased to alter the appearances of their characters (Lin and Sun, 2007;Wu and Hsu, 2018). Both props ultimately strengthen the character's competency in the game context (Guo and Barnes, 2009).…”
Section: Game Character Congruence With the Ideal Selfmentioning
confidence: 99%
“…A game character, interchangeably used with the concept of an avatar (e.g. Hefner et al, 2007;Soutter and Hitchens, 2016;Wu and Hsu, 2018), is defined as the embodiment of the player in virtual environments (Ducheneaut et al, 2009). Most game characters are fictional, interactive, and graphical representations of the player in the game world including human characters (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…In gaming contexts, avatar identification refers to the extent to which gamers regard the avatars as an extension of themselves (Moon et al, 2013), absorbing gamers (Li et al, 2013), motivating gameplay (Banks and Bowman, 2016;Sioni et al, 2017;Van Looy et al, 2012) and encouraging the purchase of virtual items (Wu and Hsu, 2018). Therefore, gamers would be motivated to frequently engage as their extensions, i.e., avatars.…”
Section: Identification and Loyalty Among Online Gamersmentioning
confidence: 99%