The Avatar's new clothes: Understanding why players purchase nonfunctional items in free-to-play games

被引:35
|
作者
Marder, Ben [1 ]
Gattig, David [1 ]
Collins, Emily [2 ]
Pitt, Leyland [3 ,4 ]
Kietzmann, Jan [5 ]
Erz, Antonia [6 ]
机构
[1] Univ Edinburgh, Business Sch, Edinburgh, Midlothian, Scotland
[2] Univ Bath, Dept Management, Bath, Avon, England
[3] Simon Fraser Univ, Beedie Sch Business, Vancouver, BC, Canada
[4] Hanken Sch Econ, Helsinki, Finland
[5] Univ Victoria, Gustavson Sch Business, Victoria, BC, Canada
[6] Copenhagen Business Sch, Copenhagen, Denmark
关键词
Virtual-items; Motivation; Free-to-play; Online games; Purchase; SOCIAL IDENTITY; VIRTUAL WORLDS; CONSUMPTION; ONLINE; UTILITARIAN; BEHAVIOR; BENEFIT; BRANDS; VALUES; SALES;
D O I
10.1016/j.chb.2018.09.006
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Free-to-play online games create significant revenues through sales of virtual items. The argument that the sale of items that provide a competitive advantage (functional items) fuels a pay-to-win culture has attracted developers to business models that are solely based on the sale of non-functional items (items that provide no objective competitive advantage). However, the motivations for purchasing non-functional items remain under examined. The present study therefore provides an exploration of hedonic, social, and utilitarian motivations underpinning purchase of virtual items within the top-grossing free-to-play game League of Legends. From interviews with 32 players, a number of motivations are identified and presented. In addition, a novel finding is that motivation for purchase may not stem from the value in the item but lie in the act of purchasing itself as a means of transferring money to the developer.
引用
收藏
页码:72 / 83
页数:12
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