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ARTICLES

VIRTUAL CONSUMERISM

Case Habbo Hotel

, &
Pages 1059-1079 | Published online: 22 Oct 2009

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Read on this site (8)

Natalia Särmäkari. (2023) Digital 3D Fashion Designers: Cases of Atacac and The Fabricant. Fashion Theory 27:1, pages 85-114.
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Kati Orru, Sergey Kask & Annika Nordlund. (2019) Satisfaction with virtual nature tour: the roles of the need for emotional arousal and pro-ecological motivations. Journal of Ecotourism 18:3, pages 221-242.
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Vili Lehdonvirta, Rabindra A. Ratan, Tracy L. M. Kennedy & Dmitri Williams. (2014) Pink and Blue Pixel$: Gender and Economic Disparity in Two Massive Online Games. The Information Society 30:4, pages 243-255.
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Minna Ruckenstein. (2013) Spatial extensions of childhood: from toy worlds to online communities. Children's Geographies 11:4, pages 476-489.
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Sara Steffes Hansen. (2013) Exploring real-brand meanings and goods in virtual-world social interaction: Enhanced rewards, rarity, and realism. Journal of Marketing Management 29:13-14, pages 1443-1461.
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Minna Ruckenstein. (2011) CHILDREN IN CREATIONIST CAPITALISM. Information, Communication & Society 14:7, pages 1060-1076.
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Vili Lehdonvirta & Pekka Räsänen. (2011) How do young people identify with online and offline peer groups? A comparison between UK, Spain and Japan. Journal of Youth Studies 14:1, pages 91-108.
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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.
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Kevin Giang Barrera & Denish Shah. (2023) Marketing in the Metaverse: Conceptual understanding, framework, and research agenda. Journal of Business Research 155, pages 113420.
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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.
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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.
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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.
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Nannan Xi & Juho Hamari. (2021) Shopping in virtual reality: A literature review and future agenda. Journal of Business Research 134, pages 37-58.
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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.
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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.
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Brenda K. Wiederhold. (2021) Purchasing in a Pandemic? Virtual Consumerism in 2021. Cyberpsychology, Behavior, and Social Networking 24:2, pages 77-78.
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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.
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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 .
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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