Virtual World Consumer Behavior

Angie M. Cox
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引用次数: 3

Abstract

This research will look at consumer behaviors in Virtual Worlds (VW) in order to fill the research gap and build a model to explain why users chose to purchase in VWs. Results from this study will help Information Systems (IS) researchers and game developers understand specific user attributes that may affect their intentions to purchase. With this knowledge IS researchers and developers may have the opportunity to manipulate system components in ways to improve business processes and stimulate profits for businesses. This study will rely on the Theory of Reasoned Action (TRA), Flow Theory and the concept of desire for uniqueness (DFU). The study's data will come from online survey volunteer VW users in one region of the United States testing both the model's measurement tool and hypotheses with Structural Equation Modeling (SEM) with Partial Least Squares (PLS). The validity and reliability and the strength and polarity relationships between the variables (user skill, challenge and DFU; VW shopping attitude, subjective norms (SN); and VW purchase intentions) will be assessed. With the results of the study, suggestions for further research will be made.
虚拟世界消费者行为
这项研究将着眼于消费者在虚拟世界(VW)中的行为,以填补研究空白,并建立一个模型来解释为什么用户选择在VW中购买。这项研究的结果将有助于信息系统(IS)研究人员和游戏开发者了解可能影响他们购买意愿的特定用户属性。有了这些知识,信息系统研究人员和开发人员可能有机会以改进业务流程和刺激业务利润的方式操作系统组件。本研究将依赖于理性行为理论(TRA)、心流理论和独特欲望概念(DFU)。该研究的数据将来自美国一个地区的大众用户志愿者的在线调查,他们使用偏最小二乘(PLS)结构方程模型(SEM)测试模型的测量工具和假设。变量(用户技能、挑战和DFU)的效度、信度和强弱极性关系;大众购物态度、主观规范(SN);大众的购买意向)将被评估。根据研究结果,提出进一步研究的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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