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Understanding consumption in social virtual worlds: A sensemaking perspective on the consumption of virtual goods

Author(s)
Jung, YoonhyukPawlowski, Suzanne D.
Issued Date
2014-10
DOI
10.1016/j.jbusres.2014.01.002
URI
https://scholarworks.unist.ac.kr/handle/201301/5849
Fulltext
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=84904106186
Citation
JOURNAL OF BUSINESS RESEARCH, v.67, no.10, pp.2231 - 2238
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.
Publisher
ELSEVIER SCIENCE INC
ISSN
0148-2963

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