Constructing the value, ownership, and consumption of virtual goods from an Islamic economic perspective

Authors

  • Muhammad Fajar Noor Khamdani Universitas Islam Negeri Sunan Kudus Author
  • Muhammad Royhan Al-Wasathiyah University, Hadramaut, Yemen Author

DOI:

https://doi.org/10.67964/m0vb9x10

Keywords:

Virtual goods, Digital economy, Islamic consumption, Maṣlaḥah, Responsible virtual consumption

Abstract

The emergence of virtual goods has created a new form of consumption involving real economic expenditure on intangible digital objects, while studies specifically constructing virtual goods consumption from an Islamic economic perspective remain limited. This study aims to construct a concept of virtual goods consumption based on Islamic economic principles. A qualitative conceptual approach was employed through thematic analysis of literature on virtual goods, virtual economy, and Islamic consumption. The findings demonstrate that virtual goods consumption should be evaluated through needs, malaah, rationality, financial capacity, proportionality, and the limits of isrāf and tabdhīr, rather than solely through economic value or consumer satisfaction. The study proposes responsible virtual consumption as a conceptual framework integrating digital benefits, financial capacity, and wasatiyyah. This framework extends Islamic economic discourse into digital consumption and provides a conceptual basis for assessing the appropriateness of expenditure on virtual objects.

Abstrak

Perkembangan virtual goods telah menciptakan bentuk konsumsi baru yang melibatkan pengeluaran ekonomi nyata untuk memperoleh objek nonfisik, sementara kajian yang secara khusus mengonstruksi konsumsi virtual goods dalam perspektif ekonomi Islam masih terbatas. Penelitian ini bertujuan mengonstruksi konsep konsumsi virtual goods berdasarkan prinsip ekonomi Islam. Penelitian menggunakan pendekatan kualitatif dengan desain studi konseptual melalui analisis tematik terhadap literatur mengenai virtual goods, virtual economy, dan konsumsi Islam. Hasil penelitian menunjukkan bahwa konsumsi virtual goods perlu dinilai melalui kebutuhan, maṣlaḥah, rasionalitas, kemampuan ekonomi, proporsionalitas, serta batas isrāf dan tabdhīr, bukan semata-mata berdasarkan nilai ekonomi atau kepuasan pengguna. Penelitian ini menghasilkan konsep responsible virtual consumption sebagai konstruksi konsumsi virtual yang mengintegrasikan manfaat digital, kemampuan ekonomi, dan prinsip wasatiyyah. Konsep tersebut memperluas kajian ekonomi Islam ke ranah konsumsi digital dan memberikan dasar konseptual untuk menilai kewajaran pengeluaran atas objek virtual.

Downloads

Download data is not yet available.

References

Al-Ghazali, A. H. M. (2005). Ihya’ ‘ulum al-din [The revival of the religious sciences]. Dar Ibn Hazm.

Al-Qaradawi, Y. (1995). The lawful and the prohibited in Islam. American Trust Publications.

Al-Sadr, M. B. (1982). Iqtisaduna (Our economics). World Organization for Islamic Services.

Al-Shatibi, A. I. (1997). Al-Muwafaqat fi usul al-shari‘ah. Dar Ibn Affan.

Ariansyah, M. R., Irwanto, T., & Melinda, T. F. (2025). Consumer behavior in virtual goods purchase decisions on online gamers in Bengkulu City. EKOMBIS REVIEW: Jurnal Ilmiah Ekonomi dan Bisnis, 13(1). https://doi.org/10.37676/ekombis.v13i1.7465

Belk, R., Humayun, M., & Brouard, M. (2022). Money, possessions, and ownership in the Metaverse: NFTs, cryptocurrencies, Web3 and wild markets. Journal of Business Research, 153, 198–205. https://doi.org/10.1016/j.jbusres.2022.08.031

Bok, S., Shum, J., & Lee, M. (2025). The fear of missing out influence on excitement-seeking and the thrill of a sale. Cogent Business & Management, 12(1). https://doi.org/10.1080/23311975.2025.2451125

Bortko, K., Pazura, P., Hamari, J., Bartków, P., & Jankowski, J. (2019). From the hands of an early adopter's avatar to virtual junkyards: Analysis of virtual goods' lifetime survival.

Castronova, E. (2005). Synthetic worlds: The business and culture of online games. University of Chicago Press.

Chapra, M. U. (2000). The future of economics: An Islamic perspective. The Islamic Foundation.

Fairfield, J. A. T. (2005). Virtual property. Boston University Law Review, 85, 1047–1102.

Hadi, R., Melumad, S., & Park, E. S. (2024). The Metaverse: A new digital frontier for consumer behavior. Journal of Consumer Psychology, 34(1), 142–166. https://doi.org/10.1002/jcpy.1356

Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A meta-analysis. Computers in Human Behavior, 71, 59–69. https://doi.org/10.1016/j.chb.2017.01.042

Harviainen, J. T., & Hamari, J. (2015). Games without frontiers: Theories and methods for studying virtual economies.

Ibn Khaldun, A. R. (2005). The Muqaddimah: An introduction to history. Princeton University Press.

Istiqomah, E. F., & Wahyudi, A. (2024). The impact of FOMO on the hedonism attitude of Generation Z in Islamic consumption behavior. Al-Amwal: Jurnal Ekonomi dan Perbankan Syari’ah, 16(2), 178. https://doi.org/10.70095/alamwal.v16i2.18680

Kahf, M. (1992). The theory of consumption. In The Islamic economy: Analytical study of the functioning of the Islamic economic system. Islamic Society of North America.

Koohang, A., Nord, J. H., Ooi, K.-B., Tan, G. W.-H., Al-Emran, M., Aw, E. C.-X., Baabdullah, A. M., Buhalis, D., Cham, T.-H., Dennis, C., Dutot, V., Dwivedi, Y. K., Hughes, L., Mogaji, E., Pandey, N., Phau, I., Raman, R., Sharma, A., Sigala, M., … Wong, L.-W. (2023). Shaping the Metaverse into reality: A holistic multidisciplinary understanding of opportunities, challenges, and avenues for future investigation. Journal of Computer Information Systems, 63(3), 735–765. https://doi.org/10.1080/08874417.2023.2165197

Korkeila, H., & Hamari, J. (2020). Avatar capital: The relationships between player orientation and their avatar’s social, symbolic, economic and cultural capital. Computers in Human Behavior, 102, 14–21. https://doi.org/10.1016/j.chb.2019.07.036

Koul, S., & Jasrotia, S. S. (2025). How much is too much? Journey from compulsive buying to addiction of fashion products. Social Responsibility Journal, 21(8), 1686–1703. https://doi.org/10.1108/SRJ-02-2025-0122

Laurence, S., & Margolis, E. (2003). Concepts and conceptual analysis. Philosophy and Phenomenological Research, 67(2), 253–282. https://doi.org/10.1111/j.1933-1592.2003.tb00290.x

Lehdonvirta, V. (2009). Virtual consumption. Digital Culture & Society.

Mannan, M. A. (1993). Islamic economics: Theory and practice. Islamic Academy.

Mkedder, N., & Özata, F. Z. (2024). I will buy virtual goods if I like them: A hybrid PLS-SEM-artificial neural network (ANN) analytical approach. Journal of Marketing Analytics, 12(1), 42–70. https://doi.org/10.1057/s41270-023-00252-4

Musfiqoh, S. (2023). Life style as consumer satisfaction in the maqāṣid of Islamic economics. El-Qist: Journal of Islamic Economics and Business (JIEB), 13(1), 83–99. https://doi.org/10.15642/elqist.2023.13.1.83-99

Petrovskaya, E., & Zendle, D. (2022). Predatory monetisation? A categorisation of unfair, misleading and aggressive monetisation techniques in digital games from the player perspective. Journal of Business Ethics, 181(4), 1065–1081. https://doi.org/10.1007/s10551-021-04970-6

Rifai, M. I., & Qomariah, S. N. (2026). Beyond financial literacy: FoMO and hedonic lifestyle drive Generation Z impulsive buying. MARGIN ECO, 10(1), 272–287. https://doi.org/10.32764/margineco.v10i1.7316

Rita, P., Guerreiro, J., Ramos, R., & Caetano, R. G. (2024). The role of microtransactions in impulse buying and purchase intention in the video game market. Entertainment Computing, 50, 100693. https://doi.org/10.1016/j.entcom.2024.100693

Rohmana, Y. (2022). Consumption: Ethical perspective of Islamic economics. Review of Islamic Economics and Finance, 5(1), 79–92. https://doi.org/10.17509/rief.v5i1.52164

Saputra, S. L., & Mauritsius, T. (2026). Aspect-based sentiment analysis on Roblox Google Play Store reviews: A comparative study of BiLSTM and transformer-based models. 2026 International Seminar on Intelligent Business and Edge-Computing Research (ISIBER), 332–337. https://doi.org/10.1109/ISIBER68248.2026.11469922

Scholten, O. J., Cowling, P., Hawick, K. A., & Walker, J. A. (2019). Unconventional exchange: Methods for statistical analysis of virtual goods.

Siddiqi, M. N. (1979). The economic enterprise in Islam. Islamic Publications.

Thorhauge, A. M., & Nielsen, R. K. L. (2021). Epic, Steam, and the role of skin-betting in game (platform) economies. Journal of Consumer Culture, 21(1), 52–67. https://doi.org/10.1177/1469540521993929

Wahab, A., & Mahdiya, I. (2026). Reconceptualizing halal industry governance in the digital economy: A maqasid al-Sharia based legal framework. Journal of Islamic Law on Digital Economy and Business, 1(2), 152–167. https://doi.org/10.20885/JILDEB.vol1.iss2.art4

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775.

Zarqa, M. A. (1980). Islamic economics: An approach to human welfare. Journal of Islamic Economics.

Downloads

Published

2026-06-01

How to Cite

Khamdani, M. F. N., & Royhan, M. (2026). Constructing the value, ownership, and consumption of virtual goods from an Islamic economic perspective. Novera: Journal of Economics and Business, 1(1), 60-75. https://doi.org/10.67964/m0vb9x10