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

Tutkimustuotosvertaisarvioitu

Standard

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.

Tutkimustuotosvertaisarvioitu

Harvard

Hamari, J, Alha, K, Järvelä, S, Kivikangas, JM, Koivisto, J & Paavilainen, J 2017, 'Why do players buy in-game content? An empirical study on concrete purchase motivations', Computers in Human Behavior, Vuosikerta. 68, Sivut 538-546. https://doi.org/10.1016/j.chb.2016.11.045

APA

Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. https://doi.org/10.1016/j.chb.2016.11.045

Vancouver

Hamari J, Alha K, Järvelä S, Kivikangas JM, Koivisto J, Paavilainen J. Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior. 2017 maalis;68:538-546. https://doi.org/10.1016/j.chb.2016.11.045

Author

Hamari, Juho ; Alha, Kati ; Järvelä, Simo ; Kivikangas, J. Matias ; Koivisto, Jonna ; Paavilainen, Janne. / Why do players buy in-game content? An empirical study on concrete purchase motivations. Julkaisussa: Computers in Human Behavior. 2017 ; Vuosikerta 68. Sivut 538-546.

Bibtex - Lataa

@article{2c17b86c19514cd1b4f871db4ee1ea15,
title = "Why do players buy in-game content? An empirical study on concrete purchase motivations",
abstract = "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.",
keywords = "Free-to-play, Freemium, Online games, Social networking services, Video games, Virtual goods",
author = "Juho Hamari and Kati Alha and Simo J{\"a}rvel{\"a} and Kivikangas, {J. Matias} and Jonna Koivisto and Janne Paavilainen",
year = "2017",
month = "3",
doi = "10.1016/j.chb.2016.11.045",
language = "English",
volume = "68",
pages = "538--546",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

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 -