Decoding the gamer’s code: a dive into game merchandise consumption through the lens of consumer culture theory

Tsung-Sheng Chang, Wei-Chieh Liu
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Abstract

PurposeDigital games have not only surged in popularity but also have sparked a renaissance, catapulting virtual adventures into the realm of cultural phenomena. It has spilled over as countless individuals find themselves drawn to the tangible pieces of the worlds they love, mulling over the procurement of game merchandise and memorabilia. These items are more than mere collectibles; they are emblems of unwavering enthusiasm for game culture. This study employs the consumer culture theory (CCT) to investigate game players’ propensity to purchase merchandise products.Design/methodology/approachIn this study, social media and online forums were used to collect samples from Taiwan, obtaining 311 valid responses. Partial least squares (PLS) was employed to analyze the research model.FindingsThe findings underscore the significance of loyalty as a critical factor affecting individuals’ ethnocentrism and cosmopolitanism attitudes, which also significantly impact the likelihood of players purchasing game merchandise products.Originality/valueBased on CCT, this study explores game players’ willingness to purchase game merchandise. In Asia, transforming digital game content into peripheral products is a marketing strategy. This study holds practical and academic implications, contributing to the advancement of research in this field.
解码游戏玩家的密码:从消费文化理论的角度深入研究游戏商品消费
目的数字游戏不仅大受欢迎,而且引发了一场文艺复兴,使虚拟冒险成为一种文化现象。无数人发现自己被所爱世界的有形物品所吸引,琢磨着购买游戏商品和纪念品。这些物品不仅仅是收藏品,它们还是游戏文化坚定热情的象征。本研究采用消费文化理论(CCT)来调查游戏玩家购买商品的倾向。设计/方法/途径本研究利用社交媒体和在线论坛收集台湾样本,共获得 311 个有效回复。研究结果研究结果表明,忠诚度是影响个人民族中心主义和世界主义态度的重要因素,而民族中心主义和世界主义态度也会显著影响玩家购买游戏商品的可能性。在亚洲,将数字游戏内容转化为周边产品是一种营销策略。本研究具有现实和学术意义,有助于推动该领域的研究。
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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