MOBA as a Stage: Explaining Purchase Behavior through different Strategies of Self-Presentation

被引:0
|
作者
Kordyaka, Bastian [1 ]
Mueller, Marius [1 ]
Niehaves, Bjorn [1 ]
机构
[1] Univ Siegen, D-57072 Siegen, Germany
关键词
Online Games; MOBA; League of Legends; Purchase Behavior; Self-presentation; Virtual Items;
D O I
10.1145/3130859.3131323
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The sale of virtual items has become a major part of revenue for the industry of computer games. Nonetheless, there is a lack of understanding what strategies people utilize within their decision to buy virtual items. Within the Massive Online Battle Arena (MOBA) game genre, virtual items possess no functional value, on the contrary decorative and social motivators can be detected. We apply the theory of self-presentation (SPT) to capture this phenomenon. With the proposal of our study, we aim for a better understanding of preconditions of online self-presentation and the subsequent effects on past purchases. Thus, we propose a research model consisting of personal and social influences explaining different strategies of online self-presentation, which have varied effects on purchases of virtual items.
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收藏
页码:541 / 548
页数:8
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