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Volumn 26, Issue 6, 2010, Pages 1223-1227

Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?

Author keywords

Motivation; Product consumption; Second Life

Indexed keywords

CONSUMER BEHAVIORS; DEMOGRAPHIC CHARACTERISTICS; INDEPENDENT VARIABLES; MEDIA COVERAGE; MMORPGS; PRODUCT CONSUMPTION; ROLE-PLAYING GAME; SECOND LIFE; USER MOTIVATION; VIRTUAL GOODS; VIRTUAL WORLDS; WORLD CONSUMPTION;

EID: 77956186297     PISSN: 07475632     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.chb.2010.03.019     Document Type: Article
Times cited : (54)

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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.