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A real child in a virtual world Exploring whether children's participation in MMORPGs transforms them into virtual retail shoppers

机译:虚拟世界中的真实孩子探索孩子是否参与MMORPG,将他们转变为虚拟零售购物者

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Purpose - The purpose of this paper is to examine whether children's online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development of virtual retail shopping motivations and behaviours. This exploratory study also examines the influence of age-related differences in children's social and consumer development vs adults and gender on this. Design/methodology/approach - The study was conducted using two focus groups and ten in-depth interviews with 20 French children between the ages of eight and 12 years. Findings - Results show that children's online play and participation in MMORPG communities is leading to the development of virtual retail shopping motivations and behaviour through the purchase of virtual tools and accessories by all children using virtual in-game money. But these motivations are very gender specific due to the overarching importance of gender-specific motivations for achievement. Boys engage in virtual retail shopping because they need in-game progress and power gains, while girls engage in virtual retail shopping because they need social status enhancement. Research limitations/implications - Research should be conducted on children in different age groups. All aspects of the process and consequences of children's participation in online gaming communities should be examined more comprehensively. Quantitative research is required. Results may also vary with country and cultural context. Practical implications - First, children between eight and 12 years of age are active consumers (influencers and buyers) for all companies. MMORPGs provide the perfect setting for better understanding of children's motivations and behaviour regarding virtual retail shopping because they provide virtual in-game money for different achievements that children use to engage in such behaviour. Second, MMORPG companies can benefit by taking into account gender differences in children's motivations and the importance of the games' social dimensions and interactions when designing the games. Social implications - First, the risks of playing computer games for children in terms of playing violent games and leading a virtual life must be considered and studied carefully by public policy officials. Second, public policy officials that look into online gaming should take into account gender differences in children's motivations and the importance of the games' social dimensions and interactions when monitoring online games. These are issues that are not only developing children's abilities as social actors but may well be promoting excessive materialism aided by the formation of online peer groups. Originality/value - This is the first study on children's online play and participation in MMORPGs in the consumer context and will help us to understand children's mind-set and motivations for retail activities in this unique retail setting. The study results show that children's online play and participation in MMORPGs is leading to the development of virtual retail shopping motivations and behaviour that are very gender specific unlike adults.
机译:目的-本文的目的是研究儿童的在线游戏和参与大型多人在线角色扮演游戏(MMORPG)是否导致虚拟零售购物动机和行为的发展。这项探索性研究还探讨了与儿童和成年人以及性别有关的年龄相关差异对儿童的社会和消费者发展的影响。设计/方法/方法-这项研究是使用两个焦点小组进行的,并对20位年龄在8至12岁的法国儿童进行了十次深度访谈。研究结果-结果显示,儿童的在线游戏和在MMORPG社区的参与通过所有儿童使用虚拟的游戏内货币购买虚拟工具和配件,导致虚拟零售购物动机和行为的发展。但是,由于性别动机对成就的重要性至关重要,因此这些动机非常针对性别。男孩从事虚拟零售购物是因为他们需要游戏中的进步和力量获得,而女孩从事虚拟零售购物是因为他们需要提高社会地位。研究的局限性/意义-应针对不同年龄段的儿童进行研究。儿童参与在线游戏社区的过程和后果的各个方面都应得到更全面的研究。需要进行定量研究。结果也可能因国家和文化背景而异。实际意义-首先,八到十二岁的孩子是所有公司的活跃消费者(影响者和购买者)。 MMORPG提供了一个理想的环境,可以更好地了解孩子在虚拟零售购物方面的动机和行为,因为它们为孩子用来从事这种行为的不同成就提供了虚拟的游戏中金钱。其次,MMORPG公司可以在设计游戏时考虑到儿童动机上的性别差异以及游戏的社会维度和互动的重要性,从而从中受益。社会影响-首先,公共政策官员必须认真考虑和研究儿童玩暴力游戏和过虚拟生活的风险。其次,调查在线游戏的公共政策官员在监视在线游戏时应考虑到儿童动机上的性别差异以及游戏的社会维度和互动的重要性。这些问题不仅在培养儿童作为社会行为者的能力,而且很可能在网上同伴团体的形成下促进过分的唯物主义。原创性/价值-这是关于儿童在消费者环境中在线玩游戏和参与MMORPG的首次研究,将帮助我们了解儿童在这种独特零售环境中的思维定势和从事零售活动的动机。研究结果表明,儿童的在线游戏和参与大型多人在线角色扮演游戏正在导致虚拟零售购物动机和行为的发展,这些动机和行为与成年人不同,这些行为具有很强的性别特异性。

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