Vili Lehdonvirta & Godofredo RamizoJr.Jr.. 2007. The Blackwell Encyclopedia of Sociology. The Blackwell Encyclopedia of Sociology
1
2
.
Terhi-Anna Wilska, Matilda Holkkola & Jesse Tuominen. (2023) The Role of Social Media in the Creation of Young People’s Consumer Identities. SAGE Open 13:2, pages 215824402311770.
Crossref
Miikka J. Lehtonen, J. Tuomas Harviainen & Annakaisa Kultima. (2022) How monetization mechanisms in mobile games influence consumers’ identity extensions. Service Business 17:1, pages 113-136.
Crossref
Kevin Giang Barrera & Denish Shah. (2023) Marketing in the Metaverse: Conceptual understanding, framework, and research agenda. Journal of Business Research 155, pages 113420.
Crossref
Aniesa Samira Bafadhal & Muhammad Rosyihan Hendrawan. 2023. Digital Transformation of the Hotel Industry. Digital Transformation of the Hotel Industry
37
64
.
Jakob J. Korbel, Umar H. Siddiq & Rüdiger Zarnekow. (2022) Towards Virtual 3D Asset Price Prediction Based on Machine Learning. Journal of Theoretical and Applied Electronic Commerce Research 17:3, pages 924-948.
Crossref
Yawen Fu & Hui’e Liang. (2022) Sinicized Exploration of Sustainable Digital Fashion: Chinese Game Players’ Intention to Purchase Traditional Costume Skins. Sustainability 14:13, pages 7877.
Crossref
Elie Karam. 2022. General Contractor Business Model for Smart Cities. General Contractor Business Model for Smart Cities
271
286
.
Jakob J. Korbel & Rüdiger Zarnekow. (2021) Die Rolle von 3D-Modellen im Wertschöpfungsprozess von physischen und virtuellen KonsumgüternThe Role of 3D Models in the Value Creation Process for Physical and Virtual Consumer Goods. HMD Praxis der Wirtschaftsinformatik 59:1, pages 329-350.
Crossref
Nannan Xi & Juho Hamari. (2021) Shopping in virtual reality: A literature review and future agenda. Journal of Business Research 134, pages 37-58.
Crossref
Moonkyoung Jang, Rumi Lee & Byungjoon Yoo. (2019) Does fun or freebie increase in-app purchase?. Information Systems and e-Business Management 19:2, pages 439-457.
Crossref
Sehoon Kim. (2021) How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform). Telematics and Informatics 57, pages 101505.
Crossref
Brenda K. Wiederhold. (2021) Purchasing in a Pandemic? Virtual Consumerism in 2021. Cyberpsychology, Behavior, and Social Networking 24:2, pages 77-78.
Crossref
Cornelia Mayr. 2021. Youth Cultures in a Globalized World. Youth Cultures in a Globalized World
279
301
.
Daniel Nielsen. (2020) The Moral Economy of Micro-Transactions in Digital Games. Baltic Screen Media Review 8:1, pages 92-110.
Crossref
Andrew Kim, Tyreal Yizhou Qian, Hyun-Woo Lee, Brandon Mastromartino & James J. Zhang. 2020. Multidisciplinary Perspectives on Media Fandom. Multidisciplinary Perspectives on Media Fandom
150
171
.
Ahmed Elmezeny. 2020. Games and Ethics. Games and Ethics
113
128
.
Vili Lehdonvirta. 2007. The Blackwell Encyclopedia of Sociology. The Blackwell Encyclopedia of Sociology
1
3
.
Karoline Busse, Sabrina Amft, Daniel Hecker & Emanuel von Zezschwitz. (2019) “Get a Free Item Pack with Every Activation!”. i-com 18:3, pages 217-236.
Crossref
Bruce G. CarruthersMelike Arslan. (2019) Sovereignty, Law, and Money: New Developments. Annual Review of Law and Social Science 15:1, pages 521-538.
Crossref
Mohamed Nazir & Carrie Siu Man Lui. 2019. Digital Currency. Digital Currency
83
104
.
Petra Poulova, Miloslava Cerna, Jana Hamtilova, Filip Malý, Tomáš Kozel, Pavel Kriz, Jan Han & Zdenek Ulrych. 2019. Blended Learning: Educational Innovation for Personalized Learning. Blended Learning: Educational Innovation for Personalized Learning
128
136
.
Rebecca Mardon & Russell Belk. (2018) Materializing digital collecting: An extended view of digital materiality. Marketing Theory 18:4, pages 543-570.
Crossref
Claudio Sunao Saito & Vivian Iara Strehlau. (2018) Escolha de destino turístico: Estudo bibliométrico com análise de citação e co-citação de autores. Internext 13:1, pages 17-31.
Crossref
Richard D'arc da Silva Brito, Luis Hernan Contreras Pinochet, Evandro Luiz Lopes & Mauri Aparecido de Oliveira. (2018) Desenvolvimento de uma escala de mensuração de características de gamificação para usuários de aplicativos em dispositivos móveis. Internext 13:1, pages 1-16.
Crossref
Jarosław Jankowski & Juho Hamari. 2018. Encyclopedia of Social Network Analysis and Mining. Encyclopedia of Social Network Analysis and Mining
3291
3298
.
Jarosław Jankowski & Juho Hamari. 2017. Encyclopedia of Social Network Analysis and Mining. Encyclopedia of Social Network Analysis and Mining
1
7
.
Ercilia García-Álvarez, Jordi López-Sintas & Alexandra Samper-Martínez. (2015) The Social Network Gamer’s Experience of Play. Games and Culture 12:7-8, pages 650-670.
Crossref
Vili Lehdonvirta. 2007. The Blackwell Encyclopedia of Sociology. The Blackwell Encyclopedia of Sociology
1
2
.
Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis & Michael Bourlakis. (2017) To immerse or not? Experimenting with two virtual retail environments. Information Technology & People 30:1, pages 163-188.
Crossref
Mohamed Nazir & Carrie Siu Man Lui. (2017) A Survey of Research in Real-Money Trading (RMT) in Virtual World. International Journal of Virtual Communities and Social Networking 9:1, pages 34-53.
Crossref
Ini Vanwesenbeeck, Koen Ponnet & Michel Walrave. (2017) Young adolescents' advertising literacy and purchase intention in social network games: Influence of perspective taking and need for cognition. Journal of Consumer Behaviour 16:1, pages 23-33.
Crossref
Marion Garnier & Guillaume Prostak. (2016) Pourquoi payer dans un jeu par navigateur gratuit ? Motivations à jouer et achat d’objets virtuels. Management & Avenir N° 82:8, pages 183-207.
Crossref
Kai K. Kimppa, Olli I. Heimo & J. Tuomas Harviainen. (2016) First dose is always freemium. ACM SIGCAS Computers and Society 45:3, pages 132-137.
Crossref
Sara Steffes Hansen. 2016. Social Media and Networking. Social Media and Networking
446
465
.
J. Tuomas Harviainen & Juho Hamari. (2015) Seek, share, or withhold: information trading in MMORPGs. Journal of Documentation 71:6, pages 1119-1134.
Crossref
Alan Warde. (2015) The Sociology of Consumption: Its Recent Development. Annual Review of Sociology 41:1, pages 117-134.
Crossref
Sara M Grimes. (2013) Playing by the market rules: Promotional priorities and commercialization in children’s virtual worlds. Journal of Consumer Culture 15:1, pages 110-134.
Crossref
Matti Mäntymäki & Jari Salo. (2015) Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption. International Journal of Information Management 35:1, pages 124-134.
Crossref
Sara Steffes Hansen. 2015. Enhancing Qualitative and Mixed Methods Research with Technology. Enhancing Qualitative and Mixed Methods Research with Technology
288
307
.
Rebecca D. Watkins, Abigail Sellen & Siân E. Lindley. (2015) Digital Collections and Digital Collecting Practices. Digital Collections and Digital Collecting Practices.
Fiona Fui-Hoon Nah, Lakshmi Sushma Daggubati, Amith Tarigonda, Raghu Vinay Nuvvula & Ofir Turel. 2015. HCI in Business. HCI in Business
525
531
.
Peter Nagy & Bernadett Koles. (2014) The digital transformation of human identity. Convergence: The International Journal of Research into New Media Technologies 20:3, pages 276-292.
Crossref
Sheng-yi Hsu, Julian Togelius & Chung-tsai Sun. (2014) Towards market seller modeling in World of Warcraft. Towards market seller modeling in World of Warcraft.
Carolina Martínez. (2014) ’This One’s for VIP Users!’: Participation and Commercial Strategies in Children’s Virtual Worlds. Culture Unbound 6:3, pages 697-721.
Crossref
Matti Mäntymäki & Kai Riemer. (2014) Digital natives in social virtual worlds: A multi-method study of gratifications and social influences in Habbo Hotel. International Journal of Information Management 34:2, pages 210-220.
Crossref
Myriam Davidovici-Nora. (2013) Innovation in business models in the video game industry: Free-To-Play or the gaming experience as a service. The Computer Games Journal 2:3, pages 22-51.
Crossref
Terhi Tuukkanen, Terhi-Anna Wilska, Ahmer Iqbal & Marja Kankaanranta. (2013) Children's Social Participation in Virtual Worlds. International Journal of Virtual Communities and Social Networking 5:4, pages 59-73.
Crossref
Russell W. Belk. (2013) Extended Self in a Digital World: Table 1.. Journal of Consumer Research 40:3, pages 477-500.
Crossref
Ruoke Yang. (2014) Could the Virtual be Similar to the Real? A First Look from an Efficient Markets Perspective. Quarterly Journal of Finance 03:03n04, pages 1350019.
Crossref
David Buckingham & Carlos Rodríguez-Hoyos. (2013) Learning about Power and Citizenship in an Online Virtual World. Comunicar 20:40, pages 49-58.
Crossref
Hee Jhee Jiow & Sun Sun Lim. (2012) The Evolution of Video Game Affordances and Implications for Parental Mediation. Bulletin of Science, Technology & Society 32:6, pages 455-462.
Crossref
Marius Bulearca & Suzana Bulearca. (2012) Virtual Goods. International Journal of Innovation in the Digital Economy 3:3, pages 1-9.
Crossref
Mika Lehdonvirta, Yosuke Nagashima, Vili Lehdonvirta & Akira Baba. (2012) The Stoic Male. Games and Culture 7:1, pages 29-47.
Crossref
Rebecca Watkins & Mike Molesworth. 2012. Research in Consumer Behavior. Research in Consumer Behavior
153
170
.
Mika Lehdonvirta, Vili Lehdonvirta & Akira Baba. (2011) Prosocial behaviour in avatar‐mediated interaction: the influence of character gender on material versus emotional help‐giving. On the Horizon 19:3, pages 165-173.
Crossref
Paolo Magaudda. (2011) When materiality ‘bites back’: Digital music consumption practices in the age of dematerialization. Journal of Consumer Culture 11:1, pages 15-36.
Crossref
Matti Mäntymäki. 2011. Nordic Contributions in IS Research. Nordic Contributions in IS Research
29
40
.
Vili Lehdonvirta. (2010) Online spaces have material culture: goodbye to digital post-materialism and hello to virtual consumption. Media, Culture & Society 32:5, pages 883-889.
Crossref
Wian Erlank. (2012) Property in Virtual Worlds. SSRN Electronic Journal.
Crossref