Abstract
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 underexamined. 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.
Originalsprog | Engelsk |
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Tidsskrift | Computers in Human Behavior |
Vol/bind | 91 |
Sider (fra-til) | 72–83 |
Antal sider | 12 |
ISSN | 0747-5632 |
DOI | |
Status | Udgivet - feb. 2019 |
Bibliografisk note
Published online: 14. September 2018Emneord
- Virtual-items
- Motivation
- Free-to-play
- Online games
- Purchase