A study of player behavior and motivation to purchase Dota 2 virtual in game items
Purpose The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players' purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (...
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Main Authors: | , , , , , |
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格式: | Article |
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EMERALD GROUP PUBLISHING LTD
2023
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在線閱讀: | http://eprints.um.edu.my/39598/ |
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