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Why Do You Need to Buy Virtual Items?: Investigating Factors Influencing Intention to Purchase in Mobile Games

机译:为什么需要购买虚拟物品?:影响手机游戏购买意愿的调查因素

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Mobile games have produced almost half of total mobile application revenue. Freemium strategy is commonly used for monetizing methods of mobile games recently. It is getting more attention of game developers to investigate the key factors affecting users' purchase virtual items. Although researchers start to investigate this salient topic, there is still insufficient academic research on the intention to in-app purchase so far. Therefore, the purpose of this study is to investigate the key factors affecting the intention to in-app purchase in freemium mobile games. We evaluate the effects of psychological needs (i.e. autonomy, competence, and relatedness) and promotion (i.e. free item) on the intention to in-app purchase based on key tenets of self-determination theory and self-perception theory. We conduct an online survey and use Partial least squares modeling for our analysis. The results show that autonomy and relatedness needs are positively related to purchase intention while competence need is negatively related to the intention to in-app purchase. Moreover, the direct and meditating effect of free-item promotion are positively related to purchase intention. Interestingly, although competence need is negatively related to purchase intention, free-item experience positively meditates the effect of competence need to purchase intention. In addition, the effect size of purchase experience on purchase intention is the most significant among the suggested factors. This result shows that game companies need to more carefully consider more seriously about the characteristics of paying users. We expect that the findings of this research will deliver significant research insights and actionable implications for researchers as well as practitioners.
机译:手机游戏几乎占了手机应用总收入的一半。最近,免费增值策略通常用于手机游戏的货币化。研究影响用户购买虚拟物品的关键因素正在引起游戏开发人员的更多关注。尽管研究人员开始研究这个重要的话题,但到目前为止,关于应用内购买意图的学术研究仍然不足。因此,本研究的目的是调查影响免费增值手机游戏中应用内购买意图的关键因素。我们根据自我决定理论和自我认知理论的主要原则,评估心理需求(即自主权,能力和亲和力)和促销(即免费物品)对应用内购买意图的影响。我们进行在线调查,并使用偏最小二乘模型进行分析。结果表明,自主性和相关性需求与购买意愿呈正相关,而能力需求与应用内购买意愿呈负相关。而且,免费物品促销的直接和冥想效果与购买意愿成正比。有趣的是,尽管能力需求与购买意愿呈负相关,但自由项目的经验积极地思考了能力需求对购买意愿的影响。此外,在建议的因素中,购买经验对购买意愿的影响大小是最重要的。结果表明,游戏公司需要更认真地考虑付费用户的特征。我们希望这项研究的结果将为研究人员和从业人员提供重要的研究见解和可行的启示。

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