Buying the Unreal: Drivers of Virtual Item Purchase in Video Games.
Andy SyahrizalBetty PurwandariMuhammad MishbahMuhammad Fadhil DzulfikarPublished in: ICSIM (2020)
Keyphrases
- video games
- purchase behavior
- online shopping
- learning experience
- marketing strategies
- game play
- immersive virtual environments
- game playing
- computer games
- virtual environment
- educational games
- game design
- augmented reality
- virtual reality
- learning tools
- electronic commerce
- virtual world
- commercial games
- serious games
- game based learning
- artificial intelligence
- game development
- computer supported collaboration
- collaborative filtering
- online shoppers
- metadata