Gamers' Reasons for Purchasing Gaming Virtual Products: A Systematic Review

Shaohua Huo, Wan Anita binti Wan Abas, M. Waheed
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引用次数: 0

Abstract

With the development of the gaming industry, the trend of gaming virtual goods consumption is gradually growing, and online gaming goods consumption has become a hot topic. Players spend a lot of money purchasing virtual items. Why do people buy these items? Therefore, we conduct a systematic literature review to investigate the reasons for purchasing virtual goods in games. We use the “The Preferred Reporting Items for Systematic reviews and Meta-Analyses” (PRISMA) statement to guide the data collection, analysis and reporting project for the systematic review. This article obtained 37 papers from the Web of Science (WOS) and Scopus databases. The article covers research during the period 2013-2023. We review the independent and dependent variables, research methods, theoretical background, and findings involved in the relevant literature. The study finds that the "enjoyment", "social attributes" and "functional value" of gaming products often play a key role in consumer purchases at certain times and among certain user groups. It is the hope of this paper that these findings will increase gaming companies' understanding of what drives players to purchase virtual items. Game designers can grasp the needs of game users and better convert ideas into payment points so that game companies can get higher profits.
游戏玩家购买游戏虚拟产品的原因:系统回顾
随着游戏产业的发展,游戏虚拟物品消费呈逐渐增长趋势,网络游戏物品消费已成为一个热门话题。玩家花费大量金钱购买虚拟物品。人们为什么要购买这些物品?因此,我们进行了一次系统的文献综述,研究购买游戏虚拟物品的原因。我们使用 "系统综述和元分析首选报告项目"(PRISMA)声明来指导系统综述的数据收集、分析和报告项目。本文从 Web of Science (WOS) 和 Scopus 数据库中获取了 37 篇论文。文章涵盖了 2013-2023 年期间的研究。我们回顾了相关文献中涉及的自变量和因变量、研究方法、理论背景和研究结果。研究发现,游戏产品的 "乐趣"、"社交属性 "和 "功能价值 "往往在特定时期和特定用户群体中对消费者的购买起到关键作用。本文希望这些发现能让游戏公司进一步了解是什么驱使玩家购买虚拟物品。游戏设计者可以把握游戏用户的需求,更好地将想法转化为支付点,从而使游戏公司获得更高的利润。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
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