energizing business transactions in virtual worlds: an empirical study of consumers’ purchasing...
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Energizing business transactions in virtual worlds: anempirical study of consumers’ purchasing behaviors
Eunyoung Cheon
Published online: 31 August 2013
� Springer Science+Business Media New York 2013
Abstract Virtual marketplaces for products and services
have become major profit sources in virtual worlds (VWs).
The large quantity and growth of virtual product transac-
tions and their platform providers’ profits have made it
critical to understand consumer purchasing behavior in
VWs. However, as open-ended VWs such as Second Life
have environments that differ from those of other online
communities, the underlying mechanisms of consumers’
e-commerce behavior may not explain their VW behavior.
Therefore, this study examines consumers’ VW behavior
by considering three categories of factors influencing their
purchasing behavior: the platform context (i.e., technical
characteristics such as interactivity and vividness and
social characteristics such as involvement), product context
(i.e., product value), and virtual experience (i.e., flow and
satisfaction). This study examines how these factors affect
consumers when they purchase virtual products. Its results
highlight the importance of flow experience in consumers’
VW behavior. Interactivity, vividness, and involvement are
found to affect consumers’ virtual experience—flow, and
involvement exhibits a significantly stronger influence on
flow. Flow and involvement are found to affect product
value, and flow exerts a stronger influence than involve-
ment on product value. Flow and product value directly
impact consumers’ willingness to purchase, whereas sat-
isfaction with the virtual world experience, which is sig-
nificantly affected by flow, is not associated with
willingness to purchase. The results further indicate that
product value is more influential on willingness to purchase
than is flow. After describing the study’s contributions to
both research and practice, I conclude the paper by pre-
senting avenues for future research.
Keywords Virtual worlds � Consumer behaviors �Willingness to purchase virtual products � Platform �Virtual experience � Second Life
1 Introduction
The emergence of the Internet and advances in technology
have narrowed the gap among people around the globe and
created virtual communities (VCs) such as virtual worlds
(VWs). VCs are networks of individuals or business part-
ners that share common interests; they fulfill participants’
needs through digitized communication on a technical
platform [10] through which computer-mediated systems
(CMS) are deployed. As VCs become more prevalent and
sophisticated, VWs equipped with advanced interfaces and
features emerge. Generally, VWs are computer-based
digital worlds that rely on streaming technology and grid
computing to simulate the real world; they can broadly be
categorized into game-oriented VWs, such as World of
Warcraft and EverQuest, and open-ended VWs, such as
Second Life and There. Users of game-oriented VWs, the
most well-known VW type, are focused on playing games
through their avatars, which involves competition, winning
or losing, levels, prizes, and a mission. Open-ended VWs,
our research interest, offer open-ended experiences that
mimic real life, unlike game-oriented VWs. Open-ended
VW users are focused on activities such as socializing with
community members, exploring new activities and places,
sharing information, and attending classes. Countless vir-
tual experience possibilities can be offered in open-ended
VWs.
E. Cheon (&)
College of Business Administration, Seoul National University,
Seoul 151-916, Republic of Korea
e-mail: [email protected]
123
Inf Technol Manag (2013) 14:315–330
DOI 10.1007/s10799-013-0169-6
The dynamics and features of VWs have engendered
commercial activities. Users create a variety of interesting
digital contents, share these contents with others, or sell
them for a profit [10]. Thus, VWs allow people to not only
form social relationships but also buy and sell virtual
products such as clothes, accessories, automobiles, and real
estate, and virtual services (e.g., consulting and entertain-
ment). As a tremendous number of transactions involving
virtual product markets have occurred in multiplayer online
games, VWs are also creating huge business opportunities
for product and service sales in the community. Many
companies, even huge corporations such as IBM, Intel,
NIKE, BMW, and Gucci, are investing large sums to reach
customers and market their products in VWs such as
Second Life. The revenue from the sale of virtual goods
increased by 245% between 2007 and 2010 (from USD 2.1
billion to USD 7.3 billion) and will more than double by
2014 [23]. Consumer behavior is one of the most important
factors in vitalizing marketplaces, and invigorated market
activity can increase currency flow. Shopping has become a
main VW activity; it can increase currency flow, and thus,
generate profits for platform providers such as Linden Lab
of Second Life. For example, the ‘‘Linden dollar’’ is used
as currency in Second Life. Similar to a bank that deals in
foreign exchange, Linden Lab profits by selling and buying
Linden dollars to users. The more Linden dollars are nee-
ded in Second Life, the more profits Linden Lab can
generate. Virtual products can be traded for real money in
most VWs. Given the large quantity and growth of the
virtual product transactions that are generating profits for
platform providers, understanding the process that leads to
consumers’ VW purchasing behavior is important. There-
fore, it is crucial to understand consumers’ purchasing
behavior and to configure the new VW market environment
to suit this behavior and energize transaction activities.
Both academic researchers and practitioners have long
examined consumer behaviors related to buying products
in offline and online markets, such as through e-commerce
(e.g., [15, 80, 89]). Many organizations are searching for
new ways to be globally competitive, and recent attempts
have taken a more outward customer orientation, with a
focus on how customers see value [89]. Research on why
consumers choose a specific product or choose one product
type or brand over another seek to determine consumers’
consumption values [80]. Researchers regard consumer
choice as a function of multiple consumption value
dimensions such as functional, social, emotional, episte-
mic, and conditional dimensions [80] In addition, the
concept of customer value has a strong relationship to
customer satisfaction [15].
The importance of understanding consumer behaviors in
virtual environments has been recognized by both academic
researchers and practitioners. Extensive literature exists on
consumer behavior in online markets, such as e-commerce
environments. With the growth of online shopping, knowing
how to use the Web effectively to gain more customers is
becoming increasingly important. Researchers have sought
to identify the factors that affect consumers’ attitudes and
behaviors in e-commerce environments. The characteristics
of a website, such as its interactivity and vividness, affect
attitudes to and behaviors concerning it [18, 58].
Researchers have suggested that flow construct is important
for understanding consumer behaviors on the Web [39, 45]
and that individual involvement in certain activities can
influence the flow stage [62]. In addition, the perceived risks
related to products or online transactions that can emerge
during online shopping also influence consumers’ attitudes
and behaviors [4].
Although the impact of VWs on commercial transac-
tions has grown over time, most VW research remains
conceptual. The factors that explain consumer behaviors in
conventional e-commerce media such as Amazon may not
completely explain behaviors in VWs such as Second Life,
as VWs represent different market environments. For
example, virtual products purchased in a virtual community
can be consumed only in that community; they cannot be
consumed in the real world or in another virtual commu-
nity. Furthermore, people in a VW participate in a virtual
community first, and their need to purchase a product is
usually aroused later. Moreover, the risk of fraud in online
transactions is often lower in a VW because exchanges of
virtual currency and virtual products happen almost
simultaneously there. Because VWs have environments
different from those of other online communities, the
underlying mechanisms explaining consumer behavior
have not yet been adequately explained. In other words,
VWs are different from conventional e-commerce sites,
and consumer behavior applicable to them may or may not
be applicable to VWs. Therefore, consumers’ VW pur-
chasing behavior must be investigated.
This study attempts to complement the VW knowledge
base in the Information System (IS) field and assist various
parties involved in VWs to achieve their optimal goals.
This study’s particular aim is to examine the process
leading to consumers’ VW purchasing behavior and to
identify the factors that affect consumers when purchasing
virtual products such as clothes, accessories, automobiles,
real estate, and virtual services (e.g., consulting and
entertainment) in VWs. I focus on VW environments such
as Second Life in order to identify the factors that drive
individuals to purchase virtual products in VWs.
This study explores several perspectives on consumers’
VW purchasing behavior. First, while most research on
purchasing behaviors in VCs has focused on the technical
and social factors in platform contexts, this research con-
siders both the platform and product contexts. The
316 Inf Technol Manag (2013) 14:315–330
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‘‘platform’’ is the virtual place where a product is purchased
and consumed, and the ‘‘platform context’’ of a VW market
refers to the characteristics of a shopping environment such
as a shopping mall in the real world. The ‘‘product context’’
is related to the virtual objects that users in VWs purchase
and the product values flowing from users’ overall assess-
ment of those products based on their perceptions of the
values obtainable through purchase. Second, because VW
customers are exposed to their communities before being
exposed to the products and as the need to buy a product is
aroused later, I considered the factors relating to platforms as
preceding indicators of the factors relating to products. This
study examines how platform-related factors affect con-
sumers’ perceived assessments of product value. Third, most
studies assume that consumers’ perceived product value
directly affects purchase intention, while some studies have
shown that a consumer’s positive online experience may
also serve as an important factor in that consumer’s shop-
ping satisfaction [57] Therefore, this study investigates how
willingness to purchase is affected by product value and
virtual experience. Fourth, numerous empirical tests have
shown that intention significantly determines actual behav-
ior [21, 25, 87]; intention indicates readiness to perform a
given behavior and is considered a direct antecedent of
behavior [2]. This study thus considers an individual’s
willingness to purchase a virtual product rather than actual
purchase behavior.
This research is organized into seven sections (including
this introduction). The next section reviews the literature to
identify relevant constructs for our research model. I apply
the reviewed theories in order to present a model enabling
the examination of how individuals are convinced to pur-
chase virtual products; I then develop the research hypoth-
eses. The research methods are presented in the fourth
section, and the results of this study are described in the fifth
section. Finally, I discuss the study’s results, implications,
and suggestions for future research and conclude the paper.
2 Theoretical background and research model
2.1 Overview
Researchers examining consumer behaviors in computer-
mediated environments have attempted to identify the
factors influencing consumer experiences, attitudes, and
behaviors. Flow has been examined in the computer-
mediated environment field and is considered to influence
the online consumer experience (e.g., [31, 39, 62, 88]).
Csikszentmihalyi defined flow as a ‘‘state in which people
are so involved in an activity that nothing else seems to
matter’’ [19]. Flow experience in a computer-mediated
environment is similar to real-world flow experience [14].
Some researchers have studied flow in Web environments
narrowly, such as by examining VW environments [24,
65]. These researches assert that participating in VW
environments provides users an enjoyable experience.
Flow is affected by the characteristics of the communica-
tion medium [39]. The media characteristics of VWs can
be considered important factors in their users’ flow expe-
rience. Flow has also been considered a critical factor in
the online consumer experience [31, 39, 62, 88] and in
consumers’ attitudes and behavior [39]. Flow seems to be
an important factor in understanding consumers’ purchas-
ing behavior. Flow is the central variable of this study’s
research model. This research focuses on the flow phe-
nomenon within a computer-mediated environment that
can lead to participants’ positive purchasing behavior.
Technologies are primary components of VC platforms,
which is related to the characteristics of the VWs’ com-
munication medium. Researchers in IS have acknowledged
the need to study consumer behaviors in virtual environ-
ments, and most have attempted to identify the impacts of
technical factors on consumer behaviors. Technical factors
related to platforms’ design and implementation are
assumed to be important to VC members. Vividness and
interactivity influence Web environment contents [62, 84].
Some researchers have investigated online consumer atti-
tudes to the Web-based interfaces, products, and adver-
tisements that influence consumer decisions to purchase a
product, join a community, or revisit a website [28, 44].
They suggest that technical characteristics such as inter-
activity and vividness are key to the novel media that
influence consumers’ opinions and attitudes. Interactivity is
the degree to which participants feel that they have control
over the communication medium and that the communi-
cation medium allows them to communicate both recip-
rocally and synchronously [58]. Vividness is the
representational richness of a mediated environment [84];
vividness is the intensity to which information in an
environment is represented to users. Both interactivity [38,
62] and vividness [43] affect virtual experiences such as
flow.
Furthermore, I also contend that social factors signifi-
cantly affect consumer experience in the virtual environ-
ment. The construct of involvement, which is related to
intrinsic motivation, is considered an important commu-
nication variable [62]. While interactivity and vividness
relate to technical characteristics, involvement encom-
passes social characteristics in human–computer interac-
tions. Involvement is an individual’s internal or
motivational state toward an object, where that internal
state is activated by the relevance or importance of the
object in question [91]. I classify interactivity, vividness,
and involvement as elements comprising the platform
context that characterizes a place; they relate to the
Inf Technol Manag (2013) 14:315–330 317
123
interactions among consumers. Meanwhile, platform is
characterized by technological factors (i.e., vividness and
interactivity) and social factors (i.e., involvement).
No matter how much the world around us and we evolve
or how far technology advances, humans subscribe to a
number of notions. One is that a value obtained through a
choice often becomes the foundation for subsequent action.
The notion that ‘‘customers are value-driven’’ is put forward
by many commentators and is widely discussed in the
practitioner literature. The importance of customer percep-
tion of value is continuously emphasized to producers and
retailers [89]. Perceived value is seen as the consumer’s
overall assessment of the utility of a product [92].
Researchers regard consumer choice as a function of mul-
tiple consumption value dimensions such as functional,
emotional, and social dimensions [80, 85]. Researchers of
VC purchasing behavior have focused on technical and
social factors. To the best of my knowledge, however, very
few studies have investigated the consumption values that
explain why consumers decide to purchase a specific prod-
uct over another product in virtual communities. In line with
Sweeney and Soutar [85], this study conceptualizes value as
a multidimensional construct encompassing both functional
and emotional values. Functional value involves the cost,
performance, or quality of the product. Emotional value
relates to the feelings or affective states associated with a
product. I classify functional and emotional product values
as comprising the product context. A product is then influ-
enced by its emotional and functional values.
Satisfaction is a widely studied construct used to
investigate the factors influencing consumers as they per-
form certain tasks. Concerning consumer behavior in
computer-mediated environments, ‘‘satisfaction’’ can be
defined as the degree to which consumers’ perceptions of
their online experience confirm their expectations.
Researchers often describe flow and satisfaction as medi-
ators of other variables (such as usage and purchasing) of
consumer behavior [39, 45, 62]. Therefore, I take these two
constructs as the variables affecting willingness to pur-
chase, which in turn affects purchasing behavior in virtual
communities. Furthermore, as flow and satisfaction repre-
sent the consumer’s experience in a virtual world, I classify
them as virtual experience.
This study’s research model (see Fig. 1) delineates the
positive relationships among the factors of a platform (i.e.,
interactivity, vividness, and involvement), product (i.e.,
product values), virtual experience (i.e., flow and satis-
faction), and consumer behavior (i.e., willingness to pur-
chase). The model shows the process by which factors
drive consumers’ willingness to purchase virtual products
by building flow, satisfaction, and product values. In this
model, interactivity, vividness, and involvement are major
factors influencing virtual experience and behavior. I
measured the intention to purchase virtual products
because actual purchasing behavior is mediated by the
behavioral intention to purchase. Many researchers have
shown that specific behavior is determined by a behavioral
intention to perform that behavior [21, 25, 87].
2.2 Platform context
2.2.1 Interactivity
The term ‘‘interactivity’’ generally means ‘‘reciprocal
activity,’’ ‘‘mutual influence,’’ or ‘‘interplay.’’ Similar to
‘‘information,’’ the term ‘‘interactivity’’ is widely used in
various disciplines and it means many things to many peo-
ple. Nevertheless, the term can be defined according to its
context and has an extensive body of literature devoted to it.
For example, in the computer-related context, interactivity
describes the sequences occurring between a human and a
computer program. In the field of communication, interac-
tivity involves the dialog exchanged between humans. In
sociology, interactivity refers to the relationships between
people influencing and being influenced by each other.
Within the communication and media contexts of this
study, ‘‘interactivity’’ can be understood using three con-
ceptualizations. One involves human communication, and
much of the relevant literature grows out of the sociolog-
ical perspective. For example, the definition of DeFleur
et al. [22] addresses real-time, interpersonal exchanges
between individuals. Ghose and Dou [32] suggested 23
functions of interactivity based on a communication-
focused conceptualization. Scholars working from the
sociological perspective have suggested that interactivity is
the relationship between two or more people who mutually
adapt their behavior and actions to each other [42].
Another conceptualization of interactivity involves
humans’ interactions with computers. This literature,
growing out of the computer science perspective, considers
interactivity as a capability of the medium. For example,
Rogers [73] viewed interactivity as the capability of new
communication systems such as computers to offer role
interchangeability between a sender and a receiver, almost
H1
H2
H3
H4
H6
H7
H8 H9
H5Involvement
Interactivity
Willingness to Purchase
Vividness
Satisfaction
Product Value
Flow
Fig. 1 Research model
318 Inf Technol Manag (2013) 14:315–330
123
as in a conversation. Similarly, Rafaeli [69] examined
interactivity in computer-mediated environments. Rafaeli
and Sudweeks [70] defined interactivity as the ‘‘extent to
which messages in a sequence relate to each other and
especially the extent to which later messages recount the
relatedness of earlier messages.’’ Steuer [84] defined
interactivity as the extent to which users can modify the
form and content of a mediated environment in real time.
The literature on interactivity used by this research
includes multiple-dimensional concepts based on human
perceptions in the computer-mediated communication
context. Many scholars have identified the key dimensions
of interactivity that help to explain how individuals per-
ceive interactivity during computer-mediated communica-
tion (e.g., [35, 38, 49, 58]). For example, Ha and James
[35] defined interactivity as having five dimensions: play-
fulness, choice, connectedness, information collection, and
reciprocal communication. Liu and Shrum [49] proposed
three dimensions of interactivity: active control, two-way
communication, and synchronicity. McMillan and Dowens
[58] identified two dominant dimensions: direction of
communication and control of communication experience.
The present study indicates that the level of interactivity
differs depending on the capability of the communication
media and the individual’s perception of interactivity. On
the basis of multiple-dimensional concepts in the com-
puter-mediated communication context, I define ‘‘interac-
tivity’’ as the degree to which two or more communication
parties feel that they have control over a virtual environ-
ment and can communicate mutually.
This proposed definition of interactivity implies that
different communication media display different levels of
interactivity depending on how the individuals involved
perceive that interactivity. If we apply the multi-dimen-
sional concepts of interactivity based on individuals’ per-
ceptions, a website regarded as interactive allows users to
have more control over their communication experience.
Because interactivity is considered to contribute to users’
perception of being physically present in a natural envi-
ronment [35], high levels of interactivity may influence
consumers to feel a strong sense of telepresence, the
experience of being in a remote environment by means of a
communication medium [84]. When consumers interact
more playfully and enjoyably with a website, they are more
absorbed and interested in the interaction on the website
[59]. Consumers exert more effort when they participate in
more interactive communication media [38], and the
characteristics of the communication medium affect flow
[39]. High levels of interactivity create flow experience
[39, 62]. Therefore, I posit the following:
H1 Perceived interactivity is positively associated with
flow.
2.2.2 Vividness
A number of behavioral science studies have explored the
vividness effects in human judgments affecting decision
making. Vividly presented information is more likely than
information offered in a pallid format to engage people in
cognitive elaboration [61]. Thus, vividness is said to be a
stimulus-driven variable because a high level of vividness
gives users more stimulation. Vivid information is likely to
produce arousal attraction and grab attention by being
emotionally interesting, concrete, and imagery provoking,
while being proximate in a sensory, temporal, or spatial
way [61]. Thus, vividly presented information exposes
consumers to more information cues and stimulates more
senses than a pallid presentation.
Vividness is generally understood as the representa-
tional quality of information delivery to consumers. Viv-
idness is the ‘‘representational richness of a mediated
environment as defined by its formal features; that is, the
way in which an environment presents information to the
senses’’ [84]. The breadth and depth of the information
being delivered are two of the important variables in viv-
idness [84]. The breadth of information refers to the
number of sensory dimensions, cues, and senses being
presented, and depth is the resolution and quality of the
presentation. The wider the range of sensations and the
higher the level of image quality a medium delivers, the
greater the degree of vividness.
Vividness is often applied to technical medium charac-
teristics describing the medium’s capability to convey
information. As in media richness theory [20], vividness
involves the ability of a communication medium to
reproduce the information received. Rich media tools
offering a greater number of channels while reproducing
information and enhancing the richness of the communi-
cation experience may be considered to increase vividness.
Many factors can affect the degree of vividness, and
information replicated with rich media tools such as video
or animation can be said to be more vivid than information
presented in print or on the radio. Applying the mechanical
perspective of vividness to a virtual environment suggests
that a virtual environment described as ‘‘vivid’’ exposes
consumers to more information cues and stimulates more
senses than a pallid environment. In this study, I define
‘‘vividness’’ as the representational quality or richness
featured while demonstrating a mediated environment.
Similar to interactivity, vividness is considered a
determinant in the mediated perception of environment
[84]. A virtual environment considered to be vivid offers
rich content that appeals to multiple senses and induces a
strong sense of telepresence in consumers [18]. Participants
in mediated environments offering a high level of vividness
may feel that they are in a real environment and may
Inf Technol Manag (2013) 14:315–330 319
123
therefore exert more effort and enjoy their time in the
environment more thoroughly. As a result, high levels of
vividness inspire an optimal state of communication
experience in consumers, leading to a sense of flow. It has
also been demonstrated that the characteristics of a com-
munication medium affect flow [39]. Thus, vividness
positively affects the sense of flow in a Web context [43]. I
therefore hypothesize the following:
H2 Perceived vividness is positively associated with
flow.
2.2.3 Involvement
In this study, involvement is distinct from interactivity.
While interactivity, similarly as vividness, is a variable
related to human–computer interaction, involvement is of
concern mainly to researchers in communication. People
can be involved with many things such as activities,
objects, or social issues. Thus, involvement has long been
an important concept for researchers and is used widely in
different disciplines. In psychology, involvement is the
state of an organism when it is presented with any stimulus
related to the ego [78] or an individual’s psychological
state when activated by personal relevance, significance, or
importance [79].
Consumer behavior researchers have examined con-
sumers’ involvements with phenomena such as adver-
tisements, products, and purchasing decisions. Their use
of ‘‘involvement’’ is consistent with the definition found
in psychology. For example, researchers describe
involvement as an internal state [7] or a motivational state
[71] induced by personal relevance or importance [33, 91]
or by an object being used to accomplish a specific goal
[67], or as an indicator of the amount of arousal, interest,
or drive evoked by a stimulus or situation [7]. Organi-
zational behavior research considers involvement as the
degree to which individuals associate psychologically
with their jobs and work [47, 50]. Involvement is gener-
ally used to describe one’s psychological state regarding
the importance and personal relevance of one’s job or
work.
Throughout the many variations on the definition of
‘‘involvement,’’ the term is generally used to describe an
individual’s psychological state regarding personal impor-
tance and relevance of, for example, an issue, object, job,
or work. Involvement is an individual’s internal or moti-
vational state regarding an object as activated by the
object’s relevance or importance [91]. In this study, I adopt
the view of involvement focusing on consumers’ internal
states regarding an object reflecting personal relevance or
importance: involvement reflects the personal relevance or
importance of events and activities in VWs.
High involvement indicates high personal relevance or
importance [33]. When people are deeply involved in some
event, object, or activity, they are completely immersed in
it, and thus, experience a sense of flow [51], the complete
involvement in an activity [54]. An involvement derived
from the Web’s importance to customers strongly affects
the primary antecedents of flow [62]. Consumers’
involvement in a VW focuses their attention, leading to a
sense of flow. In addition, when consumers are completely
involved with events and activities in the VC, they are
more likely to feel the need for products enabling them to
continue their existence in the community. I expect that
customers with higher involvement with events and activ-
ities in a virtual community have a more positive product
value owing to their increased interest in the products in the
virtual community. Therefore, I hypothesize the following:
H3 Involvement is positively associated with flow.
H4 Involvement is positively associated with product
value.
2.3 Product context
Consumers tend to be value driven [48]. Perceived con-
sumer value has been identified as one of the most
important marketing concepts for purchase intention [42].
Delivering value has become a key to success for producers
and retailers. Thus, managers need to understand what their
customers value in products, focus on that value, and be
good at delivering it to their customers [89]. Value can be
seen as a tradeoff between perceived benefits and perceived
sacrifice. Many researchers who have examined consumer-
perceived value suggest that delivering this value is a key
to success. For example, Zeithaml [92] defines perceived
value as the ‘‘consumer’s overall assessment of the utility
of a product based on perceptions of what is received and
what is given.’’ Product value is created when the benefits
of a product are greater than its overall costs [81].
From these definitions, we can see that the utility theory
is grounded in the value concept: a consumer has a motive
to buy a product or service when he or she is satisfied with
the tradeoff between its perceived utility (benefits) and its
corresponding sacrifices. This ‘‘get’’ and ‘‘give’’ are often
described as the benefits and sacrifices that might be pro-
vided by a product or service. Most researchers describe
perceived value as the ratio or tradeoff between all relevant
get and give components [92]. Researchers have taken
quality and price to be major components in the tradeoff
between benefit and sacrifice [17] or the relationship
between desired value and satisfaction [89].
However, some researchers have adopted more sophis-
ticated measures to understand how consumers value
products and services. Sheth et al. [80] identified five
320 Inf Technol Manag (2013) 14:315–330
123
consumer values influencing consumer choice behavior:
functional, social, emotional, epistemic, and conditional
values. Barbin et al. [5] considered two types of shopping
value: utilitarian and hedonic. Holbrook [40] provided two
classifications of customer value: either intrinsic or
extrinsic to the product and either self-oriented or other-
oriented. Burns [8] distinguished between four categories
of value: product value, value in use, possession value, and
overall value in a consumer’s evaluation process.
As viewing consumer value as having multiple dimen-
sions tends to allow a satisfactory explanation of consumer
outcomes such as purchasing intention [85], this study
assumes that the focus of consumer value is the consumer’s
perception of the value derived from a product or service,
while acknowledging the complexity of the intrinsic value
scale in the consumer’s mind. A perception of value can
occur before a product or service is purchased [89]; thus, a
consumer’s perception of value can be generated without
the experience of using or purchasing the product or ser-
vice. Therefore, I define product value as consumers’
overall assessment of a product based on their perceptions
of what values the product provides. In this study, I adopt
the components of Sheth et al.’s [80] value scale and focus
on functional and emotional value. Functional value refers
to the perceived utility derived from the product owing to
the cost reduction or perceived and expected performance
of the product. Emotional value is the enjoyment or plea-
sure derived from the product.
Studies suggest that consumer values influence con-
sumers’ purchase behavior. For example, consumer choice
behavior is a function of multiple consumption values, and
consumer values influence consumer choice behavior [80].
Perceived consumer value is considered an important
concept for consumer purchasing intention [42]. Con-
sumption values can drive consumers’ purchase intentions
and behaviors. Therefore, I posit the following:
H5 Perceived product value is positively associated with
willingness to purchase.
2.4 Virtual experience and behavior
Many researchers in disciplines, such as psychology, con-
sumer behavior, communications, and information tech-
nologies, have extensively discussed flow theory. Flow is
applied to computer-mediated environments to describe
human–computer interactions and consumption experience
(e.g., [40]). In the context of such environments, flow is
considered an important construct for the online consumer
experience; flow is understood to drive exploratory
behavior [39, 88], positive experience [9, 39, 86], shopping
behavior [82], satisfaction [39], learning [30, 39], and
technology acceptance and use [31, 88].
Flow is defined as a multidimensional construct repre-
senting users’ perception of an interaction as enjoyable and
playful. Studies of flow during human-computer interaction
have measured flow as a two-dimensional construct com-
prising enjoyment and concentration [30] or as a four-
dimensional construct comprising control, attention focus,
curiosity, and intrinsic interest [86]. Flow is the process of
optimal experience and holistic sensation people feel when
acting with total attachment [19]. These individuals have clear
goals, concentrate fully on their tasks, see little distinction
between self and environment, and experience a distortion of
time [19]. Hoffmann and Novack [39] examined flow in Web
environments and defined it as the ‘‘state occurring during
network navigation, which is (1) characterized by a seamless
sequence of responses facilitated by machine interactivity, (2)
intrinsically enjoyable, (3) accompanied by a loss of self-
consciousness, and (4) self-reinforcing.’’
When people are in a flow state, they are so immersed in
an activity that nothing else seems to matter. The experi-
ence itself is so pleasurable and so conducive to repetition
that attachment in a playful and exploratory experience is
self-motivating [60]. Thus, people who interact more
playfully with a virtual world are more motivated to engage
in the interaction. In this study, flow refers to the state of
mental arousal that occurs when an individual participates
in an activity with total attachment.
Flow has been widely used to describe the interaction
between humans and computer-mediated technologies [19,
86]. Since VWs involve a computer-mediated environment
and context, flow theory is relevant and adaptable to this
study. When consumers are in a flow state, they are so entirely
focused on their activities and on interacting with those joy-
fully that irrelevant thoughts and perceptions are screened out
and nothing else matters to them. Consumers who highly
enjoy engaging on a website have a more positive sensation
about the activity than those who enjoy it less and be more
motivated to engage in further activities in the future [88].
In addition, when consumers are in a flow state, product
information through advertisements or placement marketing
tends to be highly effective and easily accepted by con-
sumers. Hence, their perception of a product is affected
easily, and these consumers are likely to have higher product
value. Furthermore, consumers who experience more
enjoyment when using a website perceive their interaction
more positively and be more motivated to revisit the site [88].
When consumers experience the flow state, they have
more positive experiences and a higher level of satisfaction
and loyalty [39]. A VW in which consumers experience
considerable enjoyment and easily enter into the flow state
encourages consumers to return often. Thus, consumers
completely engaged in the interaction are more likely to
purchase products enabling them to continue their experi-
ence on the site. Therefore, I hypothesize the following:
Inf Technol Manag (2013) 14:315–330 321
123
H6 Flow is positively associated with product value.
H7 Flow is positively associated with satisfaction.
H8 Flow is positively associated with willingness to
purchase.
Another virtual experience factor, consumer satisfaction,
is the perception of the pleasurable fulfillment of a service
[76]. Most researchers describe satisfaction as a positive
feeling. Satisfaction is often viewed as consumers’ percep-
tion that the online experience conforms to their expectations.
Consumer expectation is a subjective comparison between
expected and perceived attribute levels [16]; expectations can
be about the price, product, service, vendor, or quality of a
website. Researchers generally agree that consumer satis-
faction results from expectations: when consumers’ expec-
tations are met, they have a high degree of satisfaction.
Satisfaction is one of the most important concepts in
online shopping, and willingness to purchase is considered
to be strongly related to consumer satisfaction [1]. Cus-
tomers’ satisfaction influences their attitudes about and
intentions toward online shopping. For example, when
customers are satisfied with an online service, they have a
positive attitudinal disposition that creates loyalty to the
service provider [76] and behavioral intentions such as
willingness to continuously purchasing from the same pro-
vider [90]. Satisfaction can be considered a reaction to the
attributes and processes taking place during service delivery
[83]. Therefore, satisfaction can be defined as a consumer’s
overall evaluation of an experience with a VW. In this study,
‘‘satisfaction’’ refers to consumers’ overall evaluation of
their online experience, and ‘‘willingness to purchase’’
refers to their intention to make purchases in a virtual world.
In online shopping, satisfaction is strongly related to
willingness to purchase [1]. Similarly, satisfaction with a
website increases the likelihood of purchasing intention
[71]: a high degree of satisfaction positively influences
willingness to purchase. It is therefore likely that con-
sumers’ satisfaction with their experience of a virtual world
impacts their willingness to purchase, leading to purchas-
ing activities. Therefore, I hypothesize the following:
H9 Satisfaction is positively associated with willingness
to purchase.
3 Research methodology
3.1 Data collection
I used the survey method for data collection to test the
proposed research model. The targeted VC for this study is
Second Life, one of the most popular VWs featuring a 3D
virtual environment. Its number of signups is growing
continuously and currently totals over 31 million [77]. In
Second Life, users are represented by avatars. Each user
can change the face and hairstyle of his or her avatar and
personalize it using clothes and accessories. The avatar can
ride in a car, live in a house, and interact with others
synchronously in an environment that simulates the real
world. Users can create various contents such as clothes,
buildings, vehicles, and furniture and then use these con-
tents or sell them to others. As of May 2010, Second Life
had more than 16 million users from more than 150
countries, 2 billon square meters of virtual land occupied
by residents, 2 billion virtual products created by the users,
and 1 million user-to-user transactions per day [74].
I performed a Web-based survey in various places on
Second Life. The users were invited to participate in the
survey and were rewarded with Linden Dollars (Second
Life money) upon completion of the survey. Our avatars
introduced the survey, and users answered the questions by
clicking boxes. To ensure only one response per user, I
checked user IDs and IP addresses and allowed each user to
participate in the survey only once. To minimize missing
data, I set up a control by which users had to complete each
question before moving on to the next.
I received 397 surveys. Of these, 54 responses were
incomplete or answered in inadequate detail. Therefore, I
used only 343 responses. To attain the desired research
power, researchers must satisfy a required sample size.
Cohen’s recommended values, a = .05 and power = .80,
have been widely accepted among researchers [56, 72]. A
power level of .80 or higher is typically treated as high.
According to Cohen [12, 13], to have a power value of .80
with a medium effect size (.15), the required sample size is
76 under a = .05 and 108 under a = .01. This study’s
sample size (343) exceeds the required sample size even at
a = .01. Furthermore, according to Gefen et al. [29], the
minimum required sample size in PLS is ten times the
number of items in the most complex construct. Therefore,
following Cohen [12, 13] and Gefen et al. [29], the sample
size of 343 is statically valid. With its 343 responses, my
sample size fulfills the required sample size and this
number of data points is sufficient for a meaningful con-
clusion. Table 1 presents the respondents’ profiles.
3.2 Instrument construction
Seven constructs were measured in this study: interactivity,
vividness, involvement, flow, product value, satisfaction,
and willingness to purchase. I developed the items in the
questionnaire by either adapting measures that were pre-
viously validated by other researchers (appropriately
reworded to fit the context of this study) or converting the
definitions of constructs into question format. The items
were designed on a seven-point Likert scale (1 = ‘‘strongly
322 Inf Technol Manag (2013) 14:315–330
123
disagree’’ to 7 = ‘‘strongly agree’’). All constructs were
measured using multiple items for adequate reliability [63].
The willingness to purchase scale was adapted from the
items used by Heijden and Verhagen [37]; the scale in this
study consists of four items. Intention to return to the
website was not considered, because VWs are used for
activities other than online shopping, while the first con-
sideration when visiting online shopping sites is purchasing
a product. Therefore, revisiting a virtual world may not
include an intention to purchase a product. The satisfaction
scale was adapted from Oliver [64] and Bhattacherjee [3]
and was reworded to fit the VW context.
The flow scale was adapted from Novak et al. [62] and
Koufaris [45]. On the basis of a scale used by Novak et al.
[62] to measure intrinsically enjoyable experiences on the
Web, these scale items assess the degree of intrinsic
enjoyment gained through activities in VW [45]. The
product value scale was adapted from Sheth et al. [80]; its
items include three dimensions—performance, price, and
emotional value—that present product values.
The interactivity scale was adapted from the items used
by Steuer [84] and McMillan [58]. These scale items assess
the degree of users’ ability to modify the form and content of
the virtual environment and two-way communication while
interacting with the VW. The scale measuring vividness was
adapted from Marks [55] and Steuer [84]. On the basis of the
two sensory breadth and depth dimensions defined by Steuer
[84], I measured the vividness of the visual and auditory
systems in the VW. The scale items were taken from the
scale developed by Marks [55] and were appropriately
reworded to fit the VW context. Involvement scale items
were taken from Zaichkowsky [91].
The initial version of the operationalized constructs was
pretested for content validity by five experts specializing in
the IS or business field. These experts examined the
questionnaire and offered comments on wording, format,
and item length according to which ambiguous items were
revised and refined.
4 Results
The research model was tested through partial least square
(PLS), often referred to as ‘‘component-based’’ or ‘‘vari-
ance-based’’ structural equation modeling (SEM). Using
SEM allows the testing of complex relationship patterns as
a whole because it can explore several indicator variables
per construct simultaneously rather than only one at a time.
Moreover, SEM can take measurement error variables for
observed variables [11], which leads to more reliable
conclusions about the relationships between constructs.
The PLS has less effect on small sample sizes than does
covariance-based SEM models such as LISREL and
AMOS [29], and data are not assumed to be multivariate
normal in PLS, making it powerful in terms of multivariate
normality deviation [26, 29]. Therefore, I adopted the PLS
method as the main data analysis method for this study. I
also used a two-step approach [75], assessing the mea-
surement model to validate the quality of the measures and
evaluating the structural model to test the hypotheses.
4.1 Measurement model results
Validity and reliability assessments were conducted to val-
idate the measurement model. For reliability, composite
reliability scores must be above .7 [63]. As shown in
Table 2, the study’s composite reliability scores are above
.7, demonstrating high construct reliability. Individual item
loadings must be above .6, or ideally .7, to satisfy internal
Table 1 Descriptive statistics of survey respondents (N = 343)
Gender
Male 158 (46.1 %)
Female 185 (53.9 %)
Age
\17 0 (0 %)
18–25 119 (34.7 %)
26–35 92 (26.4 %)
36–45 75 (21.9 %)
46–59 59 (17.2 %)
[60 0 (0 %)
Occupation
Student 50 (14.6 %)
Working 215 (62.7 %)
Unemployed 32 (9.3 %)
Retired 14 (4.1 %)
Others 32 (93 %)
Logging time (h/week)
\1 3 (0.9 %)
1–5 63 (18.4 %)
5–10 75 (21.9 %)
10–20 120 (35.0 %)
[20 82 (23.9 %)
Education
High school 71 (20.7 %)
Undergraduate 14 (42.9 %)
Masters 67 (19.5 %)
Ph.D. 16 (4.7 %)
Others 42 (12.2 %)
Residence
America 195 (56.9 %)
Europe 98 (28.6 %)
Asia 22 (6.4 %)
Others 289 (8.2 %)
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consistency criteria [11]. Table 3 shows that the study’s
measurement item loadings are above .7, demonstrating
adequate reliability. The average variance extracted (AVE)
is examined to assess the convergent validity of the con-
structs. The AVE is an index showing the degree of variance
that a latent variable factor captures from its indicators in
relation to the amount of variance owing to measurement
error. The AVE should be greater than .50 [27, 36]. Table 2
shows that the AVE values are above .50, strongly sup-
porting the presence of convergent validity.
Discriminant validity was assessed by testing whether
the square roots of the AVE for each construct were greater
than any other corresponding row or column entries [6, 27]:
all the diagonal elements should be greater than the cor-
responding off-diagonal ones. The data shown in Table 4
satisfy this requirement.
Another way to assess discriminant validity is examin-
ing the factor loadings of each factor. Each factor should
have higher loadings on the construct of interest than on
any other factor [11]. As seen in Table 5, each factor
loading is higher on its assigned construct than it is on
other constructs. The results of the factor loadings and
cross-loadings indicate that the measurement model dis-
plays sufficient discriminant and convergent validity.
I used self-report measures as the type of data gathered.
As with all self-reported data, there is a possible threat of
common method bias [68]. Therefore, I tested the data for
the common method bias using Harman’s single-factor test.
The factor analysis revealed six factors with eigenvalues
greater than 1.00, with the first factor explaining 37.576 %.
These results indicate that our data do not suffer from the
common method bias.
4.2 Structural model results
A PLS analysis was performed on the structural model to
test the study’s hypotheses. Visual PLS and PLS Graph 3.0
were used in this study and showed no significant differ-
ence. Figure 2 presents the path coefficients, t values, and
explanatory power value (R2) based on the PLS analysis.
Overall, all coefficients on the path are positive, and all
relationships proposed by the theoretical model are sig-
nificant, except for the path from satisfaction to willingness
to purchase. Both flow (path coefficient: .300, p\ .01) and
product value (path coefficient: .516, p \ .001) are sig-
nificantly associated with willingness to purchase. The
relatively larger path coefficient for product value implies
that product value has a larger influence on willingness to
purchase. However, contrary to my prediction, the rela-
tionship between satisfaction and willingness to purchase is
not supported. Involvement (coefficient: .274, p\ .01) and
flow (coefficient: .320, p\ .001) have a significant impact
on product values. Flow is significantly affected by inter-
activity (coefficient: .222, p \ .05), vividness (coefficient:
.195, p \ .05), and involvement (coefficient: .429, p \
.001). In terms of their relative power, involvement exerts a
stronger influence on flow than do the others. Flow sig-
nificantly affects satisfaction (coefficient: .615 p \ .001).
Overall, the model explains approximately 54% of the
variance in willingness to purchase. The PLS analyses
confirm that interactivity, vividness, and involvement are
the driving forces of consumers’ willingness to purchase.
Furthermore, both flow and product value enhance con-
sumers’ willingness to purchase. Flow experience mediates
the impact of technical and social VW characteristics such
Table 2 Results of measurement model
Interactivity Vividness Involvement Flow Product value Satisfaction Willingness
to purchase
Composite reliability 0.857111 0.909619 0.915159 0.892108 0.930827 0.913782 0.828069
AVE 0.600124 0.668338 0.729716 0.579619 0.627428 0.679622 0.708697
Table 3 Measurement model statistics
Items Loading Items Loading Items Loading Items Loading
INT1 0.787100 INV1 0.871200 FLO6 0.795700 SAT1 0.792400
INT2 0.782900 INV2 0.868600 PV1 0.781600 SAT2 0.810800
INT3 0.790200 INV3 0.871700 PV2 0.802500 SAT3 0.831500
INT4 0.737300 INV4 0.803400 PV3 0.821400 SAT4 0.824700
VIV1 0.798400 FLO1 0.750700 PV4 0.767000 SAT5 0.861000
VIV2 0.805900 FLO2 0.761000 PV5 0.846200 WIL1 0.922400
VIV3 0.871400 FLO3 0.757800 PV6 0.775900 WIL2 0.752700
VIV4 0.805600 FLO4 0.739500 PV7 0.770100
VIV5 0.804000 FLO5 0.762100 PV8 0.768300
324 Inf Technol Manag (2013) 14:315–330
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Table 4 Discriminant validity
Interactivity Vividness Involvement Flow Product value Satisfaction Willingness to purchase
Interactivity 0.775
Vividness 0.625 0.818
Involvement 0.418 0.504 0.854
Flow 0.523 0.550 0.620 0.761
Product value 0.506 0.467 0.473 0.490 0.792
Satisfaction 0.390 0.492 0.554 0.615 0.357 0.824
Willingness to purchase 0.421 0.417 0.412 0.577 0.677 0.408 0.842
The diagonal elements in bold are the square roots of the AVE
Table 5 Factor structure matrix of loadings and cross-loadings
Items Interactivity Vividness Involvement Flow Product value Satisfaction Willingness to purchase
INT1 0.7871 0.4869 0.3533 0.4397 0.3731 0.3334 0.3040
INT2 0.7829 0.4655 0.2857 0.3385 0.4048 0.2807 0.2957
INT3 0.7902 0.4947 0.3590 0.4467 0.4105 0.3277 0.3567
INT4 0.7373 0.4873 0.2844 0.3777 0.3825 0.2547 0.3448
VIV1 0.5141 0.7984 0.3734 0.4097 0.4264 0.4294 0.3951
VIV2 0.4901 0.8059 0.4105 0.4219 0.3721 0.3963 0.2988
VIV3 0.5535 0.8714 0.4323 0.4866 0.3719 0.4253 0.3502
VIV4 0.5147 0.8055 0.4417 0.4538 0.3814 0.4171 0.3299
VIV5 0.4818 0.8040 0.3996 0.4692 0.3643 0.3480 0.3358
INV1 0.3888 0.4483 0.8712 0.5267 0.4310 0.4442 0.3523
INV2 0.3620 0.4347 0.8686 0.5772 0.4258 0.5273 0.4078
INV3 0.3656 0.4520 0.8717 0.5338 0.3958 0.5050 0.3358
INV4 0.3088 0.3842 0.8034 0.4755 0.3575 0.4089 0.3039
FLO1 0.4184 0.4373 0.4696 0.7507 0.4580 0.5361 0.4649
FLO2 0.4210 0.4289 0.4717 0.7610 0.3789 0.4673 0.4629
FLO3 0.3767 0.4621 0.5031 0.7578 0.3026 0.4709 0.4126
FLO4 0.3474 0.4051 0.4485 0.7395 0.3127 0.4477 0.4061
FLO5 0.3754 0.4025 0.4362 0.7621 0.3035 0.4223 0.4111
FLO6 0.4402 0.3765 0.4999 0.7957 0.4565 0.4548 0.4704
PV1 0.3650 0.3401 0.4161 0.4263 0.7816 0.2960 0.5525
PV2 0.4135 0.3514 0.3288 0.4109 0.8025 0.2942 0.5145
PV3 0.4508 0.3947 0.3870 0.4277 0.8214 0.2704 0.5506
PV4 0.3450 0.3737 0.3463 0.3796 0.7670 0.2301 0.5254
PV5 0.4864 0.4174 0.4058 0.4580 0.8462 0.3326 0.5667
PV6 0.4208 0.4388 0.3793 0.3552 0.7759 0.2894 0.5080
PV7 0.3535 0.3268 0.3423 0.3082 0.7701 0.2556 0.5392
PV8 0.3630 0.3143 0.3826 0.3226 0.7683 0.2859 0.5302
SAT1 0.3499 0.3954 0.4361 0.5210 0.3269 0.7924 0.3439
SAT2 0.2589 0.3866 0.4101 0.4558 0.2451 0.8108 0.3155
SAT3 0.3337 0.4172 0.4578 0.4683 0.2854 0.8315 0.3088
SAT4 0.3350 0.3958 0.4902 0.5173 0.2987 0.8247 0.3377
SAT5 0.3236 0.4316 0.4836 0.5606 0.3069 0.8610 0.3702
WIL1 0.3359 0.3167 0.2944 0.4398 0.6837 0.3109 0.9224
WIL2 0.4067 0.4307 0.4557 0.5931 0.4088 0.4194 0.7527
Bold numbers are the results of each factor loading on its assigned construct
Inf Technol Manag (2013) 14:315–330 325
123
as interactivity, vividness, and involvement on willingness
to purchase. In fact, the results suggest that flow plays an
important role in affecting consumers’ VW behavior.
5 Discussion
5.1 Implications for research
This study contributes to IS research by introducing
appropriate concepts such as ‘‘involvement’’ and ‘‘product
value’’ in order to further our understanding of users’ vir-
tual experiences and behavior with a new technology, VW.
Drawing on new theories from other streams of research
and applying them to the IS field is a promising way to
understand complex phenomena that cannot be explained
solely through the IS knowledge pool. This study examines
the impact of the technical characteristics (i.e., interactivity
and vividness), social characteristics (i.e., involvement),
and economic characteristics (i.e., product value) of VWs
on consumers’ willingness to purchase virtual products.
Combining technical and social characteristics helps to
explain the virtual experience better. In fact, many
researchers advocate the need to investigate not only the
technical factors but also the social factors in VWs [41,
46]. Furthermore, economic characteristics such as the
principles of product value help us to understand con-
sumers’ willingness to purchase virtual products in
emerging VW markets. This study directs IS researchers’
attention to a broader view while integrating many con-
cepts from several fields to prove how multiple character-
istics affect consumers’ VW perceptions, experience, and
behavior.
This study contributes to the emerging literature on VW
consumer behavior, which remains at an early stage;
few studies have considered consumer behavior in VW
settings. In addition, most researchers have explored VW
behavior only conceptually. This study conceptualizes,
operationalizes, and validates the factors that affect con-
sumers when they purchase virtual products in VWs. The
results show that interactivity, vividness, and involvement
are the major factors influencing virtual experience and
behavior and that involvement and flow enhance product
value, which in turn impacts virtual behavior. Furthermore,
flow increases satisfaction within theVW, although this
satisfaction is not associated with a willingness to pur-
chase. Our empirically proven research model contributes
to building a founding theory by which to understand the
behaviors of individuals in VWs.
While most IS studies focus on technologies while
examining consumer VW behavior, this study investigates
both the technical and social characteristics of a VW. The
results show that the technical characteristics (i.e., inter-
activity and vividness) of the virtual world influence virtual
experience, which in turn affects consumers’ purchase
behavior. This is consistent with the view that technical
features influence consumers’ virtual experiences. These
results suggest that high levels of interactivity and a vivid
representation in the VW increase flow. Moreover, a higher
level of involvement with the VW improves consumers’
virtual experience. In fact, the path coefficient in the PLS
model reveals that social characteristics (i.e., involvement)
exhibit a significantly stronger influence on virtual expe-
rience than do technical characteristics (i.e., interactivity
and vividness), which in turn affects purchase behavior. On
the basis of these findings, I suggest that VW platform
providers should develop sociability features (such as
public places) to enhance consumers’ interactions with
their fellow VW members. For example, providers can
hold events or meetings in public places that any consumer
can attend, allowing them to interact with the VW.
The results of this study provide insight into a complex
process influencing consumers’ intention to purchase vir-
tual products. All relationships examined in the model
(except satisfaction with willingness to purchase) are sup-
ported. The results show that flow and product value are
directly related to consumers’ purchasing intention. Con-
sumers’ beliefs about product value are more strongly
related to purchasing intention than is flow. However, flow
exerts a stronger influence on product value than does
involvement. The three flow-related factors are interactiv-
ity, vividness, and involvement; involvement is more than
twice as effective as is interactivity or vividness in
improving consumers’ flow experience.
5.2 Implications for practice
As VWs emerged and became sophisticated very quickly,
most VW businesses are still in their infancy; many are still
exploring and understanding community activities and
their business potential. The results of this study provide
0.274**
0.0400.300**
0.615***
0.195*
0.429***
0.222*
0.320***
* Significant at p<0.05 level** Significant at p<0.01 level*** Significant at p<0.001 level
0.516***
Involvement
Interactivity
Willingness to Purchase
Vividness
Satisfaction
Product Value
Flow
R2=0.489
R2=0.286 R2=0.539
R2=0.378
Fig. 2 Results of structural model
326 Inf Technol Manag (2013) 14:315–330
123
significant implications for those seeking to design a VW
that allows user immersion. The PLS analysis shows that
involvement is more effective than either interactivity or
vividness in allowing users to be immersed in their VWs,
suggesting that platform and Web designers should focus
more on social characteristics that improve involvement
levels than on technical characteristics that enable inter-
activity and vividness. This finding confirms the view that
the design of a virtual world is not only about the design of
the technology but also about the means of and tools for
social behavior [41]. Designers are encouraged to look
beyond the technical characteristics of their VWs and focus
on improving the social characteristics within them. I
recommend that designers offer social features allowing
consumers to interact and be involved with VW activities.
Managers who operate communities in VWs are also
encouraged to follow the guidelines suggested by this study
in designing and managing their communities. This study’s
results suggest that they should focus not only on imple-
menting technical features but also on developing social
features. Both technical and social features have a significant
impact on aspects of the virtual experience, including flow
and satisfaction; thus, managers are encouraged to enhance
all three driving factors, which may give them more users
who are loyal to their communities and help them achieve an
optimal virtual experience. However, a comparison of the
path coefficients reveals that the link between flow and
involvement is stronger than the other links. I therefore
propose that managers constrained by limited resources
should focus on enhancing the social features of the VW.
The study’s results can also help sellers understand better
the factors that drive consumers to buy virtual products.
Consumers who have a higher level of flow and product
value perception have a greater intention to purchase virtual
products, and product value has a stronger influence than
flow on consumers’ willingness to purchase. These findings
suggest that consumers tend to be value-driven and that
perceived product values are very important for purchasing
intention. This study proves that, even in VWs, delivering
product value to consumers is a key to success for sellers, a
conclusion consistent with the research finding that sellers
should identify what their potential customers value when
purchasing a product, focus on that product value, and be
good at delivering that value to customers [89]. Therefore,
while improving flow states, sellers are also encouraged to
enhance product value for consumers.
The results of this study, which show that involvement
and flow influence product value, indicate that sellers can
provide products targeted to people with a higher level of
VW flow and involvement. For example, sellers can focus
on the communities of a virtual world with many immersed
members who are highly involved in their VW activities.
A VW that provides better technical and social features
exerts a favorable influence on consumers’ purchasing
behavior. Therefore, sellers can advertise their products in
these VWs and expect better marketing results.
5.3 Suggestions for future research
As with most empirical studies, this study has generaliz-
ability limitations owing to its sample size and respondent
spectrum. Because this study focused on a specific VW,
Second Life, rather than VWs in general, the scope of the
sample is limited. Although the sample size is substantial
and I strove to include a range of individuals representing
many demographic VW consumer groups, the sample data
may not truly represent all VW consumers. A larger sample
size with data collected from other VWs, such as Habbo
Hotel, Cyworld, and There, would have increased the
generalizability of this study. It would also be interesting to
investigate consumers in different VWs and compare their
perceptions, virtual experiences, and behaviors.
This study examined consumers’ willingness to pur-
chase virtual products instead of their actual purchasing
behavior. Many researchers have shown that specified
behavior is determined by an individual’s behavioral
intention to perform the behavior [21, 25, 87]. Thus, these
findings are useful for practitioners. However, behavioral
intention may be a weak proxy for actual purchasing.
Future research that measures and investigates consumers’
actual VW purchasing behavior will be more practical.
Future research can also examine the purchasing behavior
differences revealed before and after virtual experiences or
product purchases, which could identify whether a con-
sumer’s previous virtual experience or purchasing experi-
ence affects actual purchasing behavior.
Interactivity, vividness, and involvement are the three
VW platform criteria, and flow and satisfaction represent
virtual experience. However, these factors do not represent
comprehensive characterizations of VW platforms or virtual
experiences. Identifying new constructs relevant to the VW
context and examining their impact on consumer behavior is
worthy of researchers’ and practitioners’ attention. Drawing
on new theories from other disciplines and applying them
appropriately to the IS field would be a promising advance
toward understanding complex phenomena that cannot be
explained by the IS literature alone. It is thus anticipated that
future research will introduce other VW aspects related to
consumers’ VW purchasing behavior.
6 Conclusion
In VWs, virtual marketplaces offering various business
opportunities are becoming increasingly important, sophis-
ticated, and competitive. The VW ecosystem is expanding
Inf Technol Manag (2013) 14:315–330 327
123
socially and economically as parties such as retailers, ga-
mers, advertisers, and social agents become more heavily
engaged. The emergence of VWs has been so rapid that solid
theories attempting to explain emerging VW dynamics and
issues are few. This study attempts to complement the VW
knowledge base in the IS field and help parties involved in
VWs achieve their optimal goals by presenting useful
values.
This study illustrates a complex process influencing
consumers’ VW purchasing behavior. Its results show that
platform context (i.e., interactivity, vividness, and
involvement) affects the virtual experience (i.e., flow), in
turn leading to consumer purchasing behavior. Addition-
ally, product value, which is affected by involvement and
flow, impacts consumers’ willingness to purchase virtual
products. This study’s results highlight the importance of
consumers’ VW flow experience by confirming that flow
experience mediates the impact of VWs’ technical and
social characteristics on purchasing behavior. Another
interesting finding is that flow is positively associated with
satisfaction that can lead to subsequent behaviors such as
revisiting and continuous purchasing in the VW.
I hope that the theories proposed in this study will help
both researchers and practitioners review consumers’ VW
behaviors and offer useful contributions to the IS literature.
I expect that VWs will continuously evolve under the
power of new technologies and a changing environment.
As VWs evolve, it will be important to develop a better
understanding of their phenomena. I therefore hope that
future research will continue to explore VWs and develop
new theories enabling a better understanding of them.
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