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Does fun or freebie increase in-app purchase? Analyzing effects of enjoyment and item experience intention to purchase mobile game contents

机译:有趣或免费赠品增加了应用程序吗? 分析享受和物品经验意图购买手机游戏内容的影响

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The goal of this study is to enhance the understanding of factors that affect intention to purchase virtual items in mobile games. The effects of gameplay motivation and item experience are evaluated on intention to purchase. An online survey was conducted in a leading mobile game and we used partial least squares modeling for the empirical analysis. The results shows that play frequency and social interaction are positively associated with intention to purchase, while the level of stage is negatively associated with intention to purchase. Moreover, a player's experience with a virtual item is positively related to intention to purchase the item. Although the level of stage is negatively associated with purchase intention of a user, free-item experience positively meditates the effect of expertise on intention to purchase the item. This implies that offering free items is an effective way for all users, not just novices but also skillful players. Furthermore, purchased-item experience has the largest effect on intention to purchase among suggested factors. This presents that players who purchased in-app items are more likely to purchase again. Thus, game developers need to consider more carefully about paying users for continuous purchasing. Drawing on the empirical findings, managerial implications and directions for future research are provided.
机译:本研究的目标是加强对影响移动游戏中虚拟物品的意图的因素的理解。根据购买意图评估游戏动机和物品经验的影响。在一个领先的移动游戏中进行了在线调查,我们使用了局部最小二乘建模进行了实证分析。结果表明,播放频率和社会互动与购买有意带来正相关,而阶段的水平与购买有意带来负面相关。此外,玩家对虚拟物品的经验与购买该物品的意图正相关。虽然阶段的水平与用户的购买意向产生负面相关,但自由物品体验积极地思考专业知识对购买物品的意图的影响。这意味着提供免费物品是所有用户的有效方式,而不仅仅是新手,而且是熟练的球员。此外,购买物品经验对建议因素之间的意图具有最大的意图。这提出了购买内部物品的玩家更有可能再购买。因此,游戏开发人员需要更仔细地考虑支付用户继续购买。借鉴了实证调查结果,提供了未来研究的管理影响和方向。

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