![Digital media / Virtual world / Virtual good / Massively multiplayer online role-playing game / Second Life / Online shopping / There / Habbo / World of Warcraft / Virtual economy / Virtual reality / Software Digital media / Virtual world / Virtual good / Massively multiplayer online role-playing game / Second Life / Online shopping / There / Habbo / World of Warcraft / Virtual economy / Virtual reality / Software](https://www.pdfsearch.io/img/404adc0273b76dccef4fdc8658402d5b.jpg) Date: 2010-05-13 22:13:30Digital media Virtual world Virtual good Massively multiplayer online role-playing game Second Life Online shopping There Habbo World of Warcraft Virtual economy Virtual reality Software | | Electron Commer Res: 97–113 DOIs10660Virtual item sales as a revenue model: identifying attributes that drive purchase decisions Vili Lehdonvirta
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