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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
Date: 2010-05-13 22:13:30
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

Electron Commer Res: 97–113 DOIs10660Virtual item sales as a revenue model: identifying attributes that drive purchase decisions Vili Lehdonvirta

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