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Energizing business transactions in virtual worlds: an empirical study of consumers’ purchasing behaviors

机译:在虚拟世界中激发业务交易:对消费者购买行为的实证研究

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Virtual marketplaces for products and services have become major profit sources in virtual worlds (VWs). The large quantity and growth of virtual product transactions and their platform providers’ profits have made it critical to understand consumer purchasing behavior in VWs. However, as open-ended VWs such as Second Life have environments that differ from those of other online communities, the underlying mechanisms of consumers’ e-commerce behavior may not explain their VW behavior. Therefore, this study examines consumers’ VW behavior by considering three categories of factors influencing their purchasing behavior: the platform context (i.e., technical characteristics such as interactivity and vividness and social characteristics such as involvement), product context (i.e., product value), and virtual experience (i.e., flow and satisfaction). This study examines how these factors affect consumers when they purchase virtual products. Its results highlight the importance of flow experience in consumers’ VW behavior. Interactivity, vividness, and involvement are found to affect consumers’ virtual experience—flow, and involvement exhibits a significantly stronger influence on flow. Flow and involvement are found to affect product value, and flow exerts a stronger influence than involvement on product value. Flow and product value directly impact consumers’ willingness to purchase, whereas satisfaction with the virtual world experience, which is significantly affected by flow, is not associated with willingness to purchase. The results further indicate that product value is more influential on willingness to purchase than is flow. After describing the study’s contributions to both research and practice, I conclude the paper by presenting avenues for future research.
机译:产品和服务的虚拟市场已成为虚拟世界(VW)的主要利润来源。虚拟产品交易的数量和增长及其平台提供商的利润使得了解大众消费者的购买行为变得至关重要。但是,由于“第二人生”等开放式大众的环境不同于其他在线社区,因此消费者电子商务行为的潜在机制可能无法解释其大众行为。因此,本研究通过考虑影响消费者购买行为的三类因素来检验消费者的大众行为:平台环境(即,诸如交互性和生动性等技术特征,以及参与度等社会特征),产品环境(即产品价值),和虚拟体验(即流程和满意度)。这项研究研究了这些因素如何影响消费者购买虚拟产品的过程。其结果强调了流动经验对消费者大众行为的重要性。人们发现交互性,生动性和参与度会影响消费者的虚拟体验-流量,而参与度对流量的影响则要大得多。发现流量和参与会影响产品价值,并且流量所产生的影响要比对产品价值的影响更大。流量和产品价值直接影响消费者的购买意愿,而对虚拟世界体验的满意度(很大程度上受流量影响)与购买意愿无关。结果进一步表明,产品价值对购买意愿的影响比对流动的影响更大。在描述了研究对研究和实践的贡献之后,我通过介绍未来研究的途径来结束本文。

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