Virtual Good
(Redirected from Virtual Goods)
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A Virtual Good is an digital good for use in online community (such as an online game).
- Example(s):
- See: Video-Game Microtransaction, In-Game Item, Online Game, Freemium, Online Community, Avatar (Computing), Social Networking Service.
References
2020
- (Wikipedia, 2020) ⇒ https://en.wikipedia.org/wiki/Virtual_goods Retrieved:2020-9-24.
- Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. [1] Virtual goods are intangible by definition. Including digital gifts[2] and digital clothing for avatars, virtual goods may be classified as services instead of goods and are usually sold by companies that operate social networking services, community sites, or online games.[3] Sales of virtual goods are sometimes referred to as microtransactions, and the games that use this model are usually referred to as freemium games.
- ↑ Amazon may benefit as digital goods sales jump reuters.com, Fri Dec 23, 2011 11:32am EST
- ↑ Sales of virtual goods boom in US news.bbc.co.uk, 10:32 GMT, Thursday, 22 October 2009
- ↑ Virtual Goods: the next big business model techcrunch.com, Jun 20, 2007
2015
- (Hamari, 2015) ⇒ Juho Hamari. (2015). “Why Do People Buy Virtual Goods? Attitude Toward Virtual Good Purchases versus Game Enjoyment.” In: International Journal of Information Management, 35(3).
- QUOTE: ... In this context, virtual goods refer to digital in-game objects which are only usable within the game environment. These may include for example, extra lives, clothes for an avatar, more powerful weapons or tools (Hamari & Lehdonvirta, 2010; Lehdonvirta, 2009). ...
- Game enjoyment is negatively associated with purchase intentions for virtual goods.
- Attitude is positively associated with purchase intentions for virtual goods.
- Social influence is positively associated with purchase intentions for virtual goods.
- Intention to continue playing is positively associated with purchase intentions.
- QUOTE: ... In this context, virtual goods refer to digital in-game objects which are only usable within the game environment. These may include for example, extra lives, clothes for an avatar, more powerful weapons or tools (Hamari & Lehdonvirta, 2010; Lehdonvirta, 2009). ...
2007
- (2007). “Virtual Goods: the next big business model." In: TechCrunch.
- QUOTE: ... People spend over $1.5 billion on virtual items every year. Pets, coins, avatars, and bling: these virtual objects are nothing more than a series of digital 1s and 0s stored on a remote database somewhere in the ether. What could possibly possess people to spend real, hard earned cash on ‘objects’ that have no tangible substance? ...