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

Department of Informatics, University of Economics in Katowice, 40-287 Katowice, Poland
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Academic Editor: María Teresa Ballestar
J. Theor. Appl. Electron. Commer. Res. 2021, 16(5), 1266-1279; https://doi.org/10.3390/jtaer16050071
Received: 13 January 2021 / Revised: 4 April 2021 / Accepted: 12 April 2021 / Published: 13 April 2021
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. View Full-Text
Keywords: e-currency; virtual market; virtual world; online games e-currency; virtual market; virtual world; online games
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MDPI and ACS Style

Gawron, M.; Strzelecki, A. Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game. J. Theor. Appl. Electron. Commer. Res. 2021, 16, 1266-1279. https://doi.org/10.3390/jtaer16050071

AMA Style

Gawron M, Strzelecki A. 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. 2021; 16(5):1266-1279. https://doi.org/10.3390/jtaer16050071

Chicago/Turabian Style

Gawron, Magdalena; Strzelecki, Artur. 2021. "Consumers’ Adoption and Use of E-Currencies in Virtual Markets in the Context of an Online Game" J. Theor. Appl. Electron. Commer. Res. 16, no. 5: 1266-1279. https://doi.org/10.3390/jtaer16050071

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