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

作者:

Highlights:

• Inventory/questionnaire of in-game purchase motivations (19) was formed.

• Motivational dimensions of in-game purchases were investigated via survey (N = 519).

• Nineteen motivations converged onto six main dimensions:

• Unobstructing, Social, Competition, Economical, Children, and Unlocking content.

• Unobstructing, Social and Economical motivations predicted in-game purchases.

摘要

•Inventory/questionnaire of in-game purchase motivations (19) was formed.•Motivational dimensions of in-game purchases were investigated via survey (N = 519).•Nineteen motivations converged onto six main dimensions:•Unobstructing, Social, Competition, Economical, Children, and Unlocking content.•Unobstructing, Social and Economical motivations predicted in-game purchases.

论文关键词:Free-to-play,Freemium,Online games,Social networking services,Video games,Virtual goods

论文评审过程:Received 4 July 2016, Revised 22 August 2016, Accepted 22 November 2016, Available online 14 December 2016, Version of Record 14 December 2016.

论文官网地址:https://doi.org/10.1016/j.chb.2016.11.045