SOCIAL COMPUTER GAMES AS A MARKETING CHANNEL FOR CREATING AND MEETING VIRTUAL NEEDS. AN EXAMPLE OF SECOND LIFE
2018 ◽
Vol 19
(4)
◽
pp. 115-125
Keyword(s):
Internet development and demographic changes among users of computer games caused that the players became an attractive target market in the sale of products and consumer services. Inside the virtual worlds of games, especially in social games such as Second Life, products from various industries and brands are purchased. With the appearance of this phenomenon, scholars focused on understanding of virtual consumption and explore certain regularities and similarities in relation to purchase behavior in the real world. This article aims to present current knowledge in the field of a needs and purchase behaviors in the computer social games based on literature review. The directions of future research will be also presented.
Keyword(s):
2010 ◽
pp. 263-279
◽
2010 ◽
pp. 556-572
Keyword(s):
2011 ◽
Vol 48
(7)
◽
pp. 303-312
◽
Keyword(s):
2010 ◽
Vol 21
(4)
◽
pp. 1-13
◽
Keyword(s):
2012 ◽
pp. 323-335
2019 ◽
Vol 20
(4)
◽
pp. 289-306
Keyword(s):