Investigating the intention to purchase virtual goods in social networking service games: a self-presentation perspective

被引:9
|
作者
Chen, Hao [1 ]
Chen, Haitao [1 ]
机构
[1] Jilin Univ, Sch Management, Jilin 130022, Jilin, Peoples R China
基金
中国国家自然科学基金;
关键词
SNS games; virtual goods purchase; self-presentation; interactivity; perceived usability;
D O I
10.1080/0144929X.2020.1864017
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
With the rising popularity of SNS games, virtual goods are expected to generate revenue for game providers. However, previous findings may be at odds with changes in this new virtual environment, while some social platforms lack understanding of what motivates users to purchase virtual goods in SNS games either. Considering the social nature of SNS games, this study adopted the self-presentation theory to explore these factors. A conceptual model was proposed and subsequently empirically tested with 302 samples collected from the questionnaire survey. The results show that the desire for online self-presentation is significantly influenced by SNS games involvement, online self-presentation norms, interactivity, and perceived usability. The results also indicate that the effect of the desire for online self-presentation on intention to purchase virtual goods is significant. In addition, the moderated role of perceived usability on the relationship between interactivity and the desire for online self-presentation is established as well. Our findings contribute to the literature on SNS games as well as self-presentation. It also lends insights into how SNS providers can tap this source of revenue.
引用
收藏
页码:1171 / 1184
页数:14
相关论文
共 49 条
  • [1] Investigating the intention to purchase digital items in social networking communities: A customer value perspective
    Kim, Hee-Woong
    Gupta, Sumeet
    Koh, Joon
    [J]. INFORMATION & MANAGEMENT, 2011, 48 (06) : 228 - 234
  • [2] The impact of advertising self-presentation style on customer purchase intention
    Zeng, Fue
    Li, Wenjie
    Wang, Valerie Lynette
    Guo, Chiquan
    [J]. ASIA PACIFIC JOURNAL OF MARKETING AND LOGISTICS, 2020, 32 (06) : 1242 - 1254
  • [3] INFLUENCING FACTORS OF THE PURCHASE INTENTION OF VIRTUAL COSMETIC GOODS IN ONLINE GAMES
    Barroso, Marina Bastos Carvalhais
    Moraes, Samuel Magalhaes
    [J]. REVISTA BRASILEIRA DE MARKETING, 2024, 23 (02):
  • [4] Examining retweeting behavior on social networking sites from the perspective of self-presentation
    Shi, Juan
    Lai, Kin Keung
    Chen, Gang
    [J]. PLOS ONE, 2023, 18 (05):
  • [5] The effect of network structure on the purchase of virtual goods on social networking services
    Lee, Hee-Tae
    Cha, Moon-Kyung
    [J]. INTERNET RESEARCH, 2022, 32 (04) : 1288 - 1309
  • [6] Selective Self-Presentation and Social Comparison Through Photographs on Social Networking Sites
    Fox, Jesse
    Vendemia, Megan A.
    [J]. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2016, 19 (10) : 593 - 600
  • [7] The influence of empathy and self-presentation on engagement with social networking website posts
    Mayshak, Richelle
    Sharman, Stefanie J.
    Zinkiewicz, Lucy
    Hayley, Alexa
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2017, 71 : 362 - 377
  • [8] The Role of Motivation on Purchase Intention of Online Games and Virtual Goods Provided by Online Game Provider
    Stefany, Sisca
    Harisno
    [J]. ADVANCED SCIENCE LETTERS, 2015, 21 (04) : 605 - 611
  • [9] Self-determination affects the use of self-presentation strategies on social networking sites
    Cheng, Zhichao
    Pan, Yang
    Ni, Yuan
    [J]. SOCIAL BEHAVIOR AND PERSONALITY, 2019, 47 (03):
  • [10] Self-presentation and social networking online: The professional identity of PhD students in HCI
    Wu, Chuhao
    Carroll, John M.
    [J]. INTERNET AND HIGHER EDUCATION, 2024, 62