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Understanding consumption in social virtual worlds: A sensemaking perspective on the consumption of virtual goods
Authors:Yoonhyuk Jung  Suzanne D Pawlowski
Institution:1. School of Technology Management, Ulsan National University of Science and Technology (UNIST), TMB 801-3, UNIST-gil 50, Ulju-gun, Ulsan Metropolitan City 689-798, Republic of Korea;2. Information Systems and Decision Sciences Department, Louisiana State University, 2216 Business Education Complex, Baton Rouge, LA 70803, United States
Abstract:Virtual consumption involves consuming virtual goods in cyberspace. Virtual consumption activities are evolving into an essential activity in social virtual worlds. Despite the growing importance of this activity, little research examines this phenomenon. The current study investigates the fundamental question of how users understand the consumption of virtual goods. Using the theory of social representations and core-periphery analysis, this study elicits and analyzes the social representation of virtual consumption. Study participants are 154 Second Life users. Results identify 32 concepts and relationships representing the collective perceptions of virtual consumption in this social virtual world. Social representation map interpretations point to several key themes that provide a foundation for future investigations of virtual economy consumption behavior.
Keywords:Virtual consumption  Social virtual worlds  Social representations  Core-periphery analysis
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