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Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
Journal of Theoretical and Applied Electronic Commerce Research ( IF 5.1 ) Pub Date : 2021-04-13 , DOI: 10.3390/jtaer16050071
Magdalena Gawron , Artur Strzelecki

Virtual worlds have created unique economies whose outcome is e-currencies, which link the electronic universe and reality. This article aims to examine how perceived usefulness, perceived ease of use, perceived risks, and perceived trust significantly impact consumers’ virtual currencies’ behaviour. The study tested and used an adapted TAM model in the context of virtual currencies using structural equation modelling. The partial least square method of structural equation modelling is employed to test the proposed research model. The study utilises an online survey to obtain data from 205 virtual currency consumers. The data set was analysed using SmartPLS 3 software. The results showed that the best predictor of consumers’ intention to use virtual currencies is perceived usefulness, followed by perceived ease of use. Perceived trust predicts consumers’ perceived usefulness and perceived ease of use. These findings reveal that virtual currencies are seen as useful and easy to use. Consumers trust them enough but notice the risks they carry. They can also accept problems associated with them when it comes to their intention to use them.

中文翻译:

在线游戏中消费者在虚拟市场中对电子货币的采用和使用

虚拟世界创造了独特的经济体,其结果就是电子货币,这些电子货币将电子世界与现实联系在一起。本文旨在研究感知的有用性,感知的易用性,感知的风险和感知的信任如何显着影响消费者的虚拟货币行为。该研究在虚拟货币的背景下使用结构方程模型对经过调整的TAM模型进行了测试和使用。采用结构方程模型的偏最小二乘方法对提出的研究模型进行了检验。该研究利用在线调查从205个虚拟货币消费者那里获取数据。使用SmartPLS 3软件分析数据集。结果表明,消费者使用虚拟货币意图的最佳预测因素是感知的有用性,其次是感知的易用性。感知信任可预测消费者的感知有用性和感知易用性。这些发现表明,虚拟货币被认为是有用且易于使用的。消费者对它们足够信任,但会注意到它们所带来的风险。当他们打算使用它们时,他们也可以接受与他们相关的问题。
更新日期:2021-04-13
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