Document Type

Article

Abstract

Significant real money is traded into and out of virtual world currencies. Virtual world participating users buy and sell virtual products, virtual goods, virtual properties, virtual services, and other virtual items of interest. As gamers, some trade real money to: buy assets including characters, currencies and other auctioned items. Others buy at virtual auctions, purchase virtual currencies, purchase virtual land, build virtual properties and use virtual facilities. The Theory of Planned Behavior maps a structural equation modelling approach for real money trading (RMT) - suggesting RMT can be behaviorally promoted to participant users in virtual worlds.

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