Why do players buy in-game content? An empirical study on concrete purchase motivations

采购 操作化 收入 竞赛(生物学) 游戏开发者 用户生成的内容 广告 实证研究 内容(测量理论) 营销 游戏设计 社会化媒体 业务 计算机科学 多媒体 生物 认识论 会计 数学分析 万维网 哲学 数学 生态学
作者
Juho Hamari,Kati Alha,Simo Järvelä,J. Matias Kivikangas,Jonna Koivisto,Janne Paavilainen
出处
期刊:Computers in Human Behavior [Elsevier]
卷期号:68: 538-546 被引量:191
标识
DOI:10.1016/j.chb.2016.11.045
摘要

Selling in-game content has become a popular revenue model for game publishers. While prior research has investigated latent motivations as determinants of in-game content purchases, the prior literature has not focused on more concrete reasons to purchase in-game content that stem from how the games are being designed. We form an inventory of reasons (19) to buy in-game content via triangulating from analyses of top-grossing free-to-play games, from a review of existing research, and from industry expert input. These reasons were operationalized into a survey (N = 519). Firstly, we explored how these motivations converged into categories. The results indicated that the purchasing reasons converged into six dimensions: 1) Unobstructed play, 2) Social interaction, 3) Competition, 4) Economical rationale, 5) Indulging the children, and 6) Unlocking content. Secondly, we investigated the relationship between these factors and how much players spend money on in-game content. The results revealed that the purchase motivations of unobstructed play, social interaction, and economical rationale were positively associated with how much money players spend on in-game content. The results imply that the way designers implement artificial limitations and obstacles as well as social interaction affects how much players spend money on in-game content.
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