Why do players buy in-game content? An empirical study on concrete purchase motivations
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Why do players buy in-game content? An empirical study on concrete purchase motivations. / Hamari, Juho; Alha, Kati; Järvelä, Simo; Kivikangas, J. Matias; Koivisto, Jonna; Paavilainen, Janne.
julkaisussa: Computers in Human Behavior, Vuosikerta 68, 03.2017, s. 538-546.Tutkimustuotos › › vertaisarvioitu
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TY - JOUR
T1 - Why do players buy in-game content? An empirical study on concrete purchase motivations
AU - Hamari, Juho
AU - Alha, Kati
AU - Järvelä, Simo
AU - Kivikangas, J. Matias
AU - Koivisto, Jonna
AU - Paavilainen, Janne
PY - 2017/3
Y1 - 2017/3
N2 - Abstract 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.
AB - Abstract 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.
KW - Free-to-play
KW - Freemium
KW - Online games
KW - Social networking services
KW - Video games
KW - Virtual goods
U2 - 10.1016/j.chb.2016.11.045
DO - 10.1016/j.chb.2016.11.045
M3 - Article
VL - 68
SP - 538
EP - 546
JO - Computers in Human Behavior
JF - Computers in Human Behavior
SN - 0747-5632
ER -