Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective.
Hao ChenHaitao ChenPublished in: Behav. Inf. Technol. (2022)
Keyphrases
- social networking
- mashup
- electronic commerce
- social networks
- social media
- personal information
- crowd sourcing
- online social networks
- data collection
- service providers
- product information
- social software
- informal learning
- social bookmarking
- web services
- online stores
- social networking sites
- collective intelligence
- micro blogging
- video games
- game theory
- user behavior
- purchase decision
- information services
- content sharing
- virtual world
- social networking websites
- mobile devices
- end users
- collaborative environment
- social networking services
- emerging trends
- social activities
- service quality
- online game
- mobile services
- educational games
- online communities
- service oriented
- virtual environment
- multimedia