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Fortnite microtransaction spending was associated with peers' purchasing behaviors but not gaming disorder symptoms

机译:Fortnite Microtransaction支出与同龄人的购买行为有关,但不是博彩疾病症状

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Monetized video games have received academic and regulatory scrutiny following concerns that these products may foster addiction-like behaviors, including compulsive spending. Previous studies have reported that individuals with markedly higher in-game financial expenditure are more likely to endorse symptoms of addictive behavior (i.e., gaming or gambling disorder). The present study recruited 428 adult Fortnite players from online forums and investigated gaming motivations and behaviors, as well as online social network influences, in relation to microtransaction spending and gaming disorder (GD) symptoms. The results showed that microtransaction spending was predicted by social influences (i.e., the frequency of spending by the participants' closest friend who spends money on Fortnite), greater accessibility to Fortnite across multiple devices, and having a higher in-game level. Spenders reported stronger motivation to acquire in-game rewards and were more likely to perceive game items as representing good value for money. Higher spenders were older and reported using more payment methods, having a close friend who pays for Fortnite more often, and spent more hours playing Fortnite. Problematic gaming was associated with trait impulsivity, weekly time spent playing the game, and the perception that reducing time spent playing would diminish one's sense of self-worth. Fortnite loot box spending was not associated with GD symptoms. These data suggest that different implementations of in-game monetization schemes may have different risk potential for consumers across games.
机译:货币化的视频游戏已经接受了以下顾虑这些产品可能培养类似上瘾的行为的学术和监管审查,包括强迫支出。以前的研究报告说,在游戏中具有明显更高的博弈财务支出的个人更有可能赞同上瘾行为的症状(即赌博或赌博障碍)。本研究招聘了来自在线论坛的428名成人Fortnite参与者,并研究了与微调支出和游戏障碍(GD)症状相关的在线论坛和调查游戏动机和行为,以及在线社会网络影响。结果表明,通过社会影响预测了微调支出(即,参与者在Fortnite上花钱的最接近的朋友支出的频率),对多种设备的Fortnite提供更大的可访问性,并具有更高的游戏级别。消费者报告了更强大的动机来获得游戏中的奖励,更有可能将游戏项目感知为代表物有所值。更高的消费者年龄较大,并报告使用更多的付款方式,其中有一个近距离为Fortnite支付的亲密朋友,并花了更多的时间玩Fortnite。有问题的游戏与特质冲动有关,每周花游戏时间花费以及减少时间花时间的看法将减少一个人的自我价值感。 Fortnite Loot Box支出与GD症状无关。这些数据表明,游戏内货币化方案的不同实现可能对游戏的消费者具有不同的风险潜力。

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