Online Activities in Virtual World and Money Spending in Real World

We examine the relationship between online activities virtual world and money spending in real world. We collected users’ log data in an online game from Feb. to Aug. 2010. Our analyses show that virtual money spending complements real money spending in playing an online game. Another finding is tha...

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Main Authors: KIM, Young Soo, JUNG, Gwangjae
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2015
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Online Access:https://ink.library.smu.edu.sg/sis_research/3115
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Institution: Singapore Management University
Language: English
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spelling sg-smu-ink.sis_research-41152016-02-05T06:30:05Z Online Activities in Virtual World and Money Spending in Real World KIM, Young Soo JUNG, Gwangjae We examine the relationship between online activities virtual world and money spending in real world. We collected users’ log data in an online game from Feb. to Aug. 2010. Our analyses show that virtual money spending complements real money spending in playing an online game. Another finding is that group play in an online game facilitates real money spending on avatar decorations, but not on gaming efficiency. Real money spending also decreases as users advance to the latter stage of game. 2015-11-04T08:00:00Z text https://ink.library.smu.edu.sg/sis_research/3115 Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Computer Sciences E-Commerce
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Computer Sciences
E-Commerce
spellingShingle Computer Sciences
E-Commerce
KIM, Young Soo
JUNG, Gwangjae
Online Activities in Virtual World and Money Spending in Real World
description We examine the relationship between online activities virtual world and money spending in real world. We collected users’ log data in an online game from Feb. to Aug. 2010. Our analyses show that virtual money spending complements real money spending in playing an online game. Another finding is that group play in an online game facilitates real money spending on avatar decorations, but not on gaming efficiency. Real money spending also decreases as users advance to the latter stage of game.
format text
author KIM, Young Soo
JUNG, Gwangjae
author_facet KIM, Young Soo
JUNG, Gwangjae
author_sort KIM, Young Soo
title Online Activities in Virtual World and Money Spending in Real World
title_short Online Activities in Virtual World and Money Spending in Real World
title_full Online Activities in Virtual World and Money Spending in Real World
title_fullStr Online Activities in Virtual World and Money Spending in Real World
title_full_unstemmed Online Activities in Virtual World and Money Spending in Real World
title_sort online activities in virtual world and money spending in real world
publisher Institutional Knowledge at Singapore Management University
publishDate 2015
url https://ink.library.smu.edu.sg/sis_research/3115
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