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This paper reviews quantitative literature that addresses the questions of what explains why people buy virtual goods. The study reviews independent and dependent variables, path coefficients, used methodologies, theoretical backgrounds as well as types of services covered in the relevant literature. The goal of the paper is both to provide an overview to… (More)
This paper reviews empirical literature on adoption/acceptance, continued use as well loyalty in the context of games. The study reviews dependent variables, independent variables, coefficients between independent and dependent variables, used methodologies as well as types of games covered in the reviewed literature.
During the last decade, virtual goods have become an important target of consumption online (especially in games, virtual worlds and social networking services) amongst physical and digital goods. In this study we investigate the question of why do people purchase virtual goods by conducting a metaanalysis (random effects model) of the existing quantitative… (More)