| Literature DB >> 35502346 |
Gianluca Scheidegger1, Priya Raghubir2.
Abstract
The digitization of money has led to the emergence of numerous virtual currencies. Despite their great financial relevance, virtual currencies have not received much attention in marketing research. We classify virtual currencies into three different schemes and highlight potential factors that influence consumer behavior related to these new payment methods. This article provides marketing researchers with a research framework as well as specific research questions to initiate discussions and future research on this novel topic.Entities:
Keywords: Consumer behavior; Pricing; Virtual currencies
Year: 2022 PMID: 35502346 PMCID: PMC9046549 DOI: 10.1007/s11002-022-09620-z
Source DB: PubMed Journal: Mark Lett ISSN: 0923-0645
Virtual currency schemes
| Cash (real economic money or REM) | Virtual currency (VC) | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Closed system | Unidirectional flow | Bidirectional flow | ||||||||
| Short description | Physical money (also available in digital form) that is considered legal tender in an economy | VC (virtual currency) with no connection to REM (real economic money) | A VC (virtual currency) that has a direct (buying VC with REM) or indirect connection to REM (earning VCs through spending REM). VC cannot be converted back to REM (real economic money) | A VC (virtual currency) that can both be bought with, and converted back to REM (real economic money) | ||||||
| Form | Physical and digital | Digital (Virtual) | Digital (Virtual) | Digital (Virtual) | ||||||
| Acquisition possibilities | Earned (e.g., Salary, Wages, tips, investment returns, profit) and unearned (e.g., windfall gains, lottery, inheritance) | Engagement | Indirect and direct purchase | Direct purchase and engagement | Indirect purchase | Direct purchase | ||||
| Legal recognition | Legal tender | Unrecognized | Unrecognized | Unrecognized | Mostly unrecognized | |||||
| Convertibility** | Yes | No | Limited | No | Yes | |||||
| REM Exchange rate | - | - | - | Floating | Pegged | Floating | ||||
| Fungibility across customers*** | Yes | It depends | Fees may apply | No | Yes | |||||
| Authority | Central bank | Issuing company | Issuing company | Issuing company | Decentralized | |||||
| Purpose | Buy virtual and physical goods and services, store and invest, exchange | Buy virtual goods and services within the system of the issuing company | Buy virtual and physical goods and services within the system of the issuing company and its partners and improve loyalty status | Buy virtual goods and services within the system of the issuing company | Buy virtual and physical goods and services within the system of the issuing company | Buy virtual goods and services within the system of the issuing company | Buy physical goods and services within the system of the issuing company | Buy virtual and physical goods and services outside the system of the issuing authority | ||
| Example | Real economy money | Soft in-game money | Miles | Hard in-game money | Loyalty points | Virtual economy money | Company-specific money | Crypto money | ||
Cash money in physical or digital format that is regarded as official currency in the U.S. and is issued and controlled by the Federal Reserve. It can be converted into other official currencies (e.g., ₤, ₹) and back into US $ | World of Warcraft is an online computer game. Players can earn “gold” by completing different quests or selling virtual goods. Gold can be exchanged among the players. The developers forbid the purchase or resale of gold for REM, but there are ways to purchase gold illegally | United’s frequent flyer miles can be acquired by flying United or affiliated airlines, using a MileagePlus credit card, earning points at partner companies (e.g., Marriott), or purchasing them with REM. Miles help establish premier status and benefits. They cannot be resold and have limited transfer opportunities. But goods, services and gift cards can be bought with miles, for self or other use or donation | The developers of Fortnite, an online game, offer players both the possibility to earn their VC “V Bucks” through different tasks in the game | For every dollar spent at Starbucks, depending on payment method, customers get up to 3 stars. These stars can be redeemed for rewards (e.g., food and drinks) but they cannot be converted back into REM | Second Life is both an online game and a virtual world. Users buy “Linden Dollars” with REM to purchase virtual goods within the Second Life world, at conversion rates set by market demand. Linden Dollars can be exchanged and sold on the official platform “LindeX” | Festival goers pay with “Pearls” for food, drinks and merchandize at the music festival Tomorrowland. Pearls have a fixed exchange rate (€1.6 = 1 Pearl). Unspent Pearls are automatically refunded in € to the festival goer’s card after the festival | Bitcoin is a virtual currency built on top of blockchain technology, regulated by a decentralized network. Bitcoins can be purchased with and converted back into REM. The conversion rate is volatile. While El Salvador has accepted bitcoin as legal tender, China has banned its use, and India is debating a ban. Its retail acceptance is growing and consumer advertising has started | |||
| Similar examples | ||||||||||
*Legal tender refers to the legally recognized currency in a particular economy that is accepted to cover any form of monetary debt
**In some cases, consumers may have the possibility to resale or acquire the closed system or unidirectional VCs on unauthorized exchange platforms. For example, selling frequent flyer miles violates the terms of service of all major frequent flyer programs. However, a limited number of United miles can be transferred with a transfer fee of $7.50 per 500 miles plus a processing fee of $30 per transaction. Thus, “not possible” refers to the lack of an authorized possibility of reselling the VC to the issuing company. However, by buying gift cards with miles, the miles can be made more fungible
***Many VCs are tied to a specific user account and cannot be transferred to another user (for free). However, one may have the opportunity sell his/ her whole user account outside the VC system on unauthorized third-party online platforms (e.g., thepointsking.com for airline miles). While some developers allow the exchange of VCs among the players (e.g., online role playing games such as World of Warcraft) others offer no such official possibility (e.g., FIFA21 online)
Fig. 1Framework to guide future research on virtual currencies