Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game

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...

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Main Authors: Magdalena Gawron, Artur Strzelecki
Format: Article
Language:English
Published: MDPI AG 2021-04-01
Series:Journal of Theoretical and Applied Electronic Commerce Research
Subjects:
Online Access:https://www.mdpi.com/0718-1876/16/5/71
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author Magdalena Gawron
Artur Strzelecki
author_facet Magdalena Gawron
Artur Strzelecki
author_sort Magdalena Gawron
collection DOAJ
description 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.
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spelling doaj.art-658b687b0c3643f8b54979652e9a25592023-11-22T11:28:22ZengMDPI AGJournal of Theoretical and Applied Electronic Commerce Research0718-18762021-04-011651266127910.3390/jtaer16050071Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online GameMagdalena Gawron0Artur Strzelecki1Department of Informatics, University of Economics in Katowice, 40-287 Katowice, PolandDepartment of Informatics, University of Economics in Katowice, 40-287 Katowice, PolandVirtual 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.https://www.mdpi.com/0718-1876/16/5/71e-currencyvirtual marketvirtual worldonline games
spellingShingle Magdalena Gawron
Artur Strzelecki
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
e-currency
virtual market
virtual world
online games
title Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
title_full Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
title_fullStr Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
title_full_unstemmed Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
title_short Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game
title_sort consumers adoption and use of e currencies in virtual markets in the context of an online game
topic e-currency
virtual market
virtual world
online games
url https://www.mdpi.com/0718-1876/16/5/71
work_keys_str_mv AT magdalenagawron consumersadoptionanduseofecurrenciesinvirtualmarketsinthecontextofanonlinegame
AT arturstrzelecki consumersadoptionanduseofecurrenciesinvirtualmarketsinthecontextofanonlinegame