Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Hakan Cengiz , Arezoo Pouyan , Hasan Azdemir
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引用次数: 0

Abstract

This study investigated the effects of competitive attitudes on in-game impulse purchase behaviors, focusing on the mediating role of the need for popularity and the moderating effect of social competence. Data collected from 234 participants via broadcasters on Discord and Twitch platforms was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings confirm that the need for popularity fully mediates the relationship between competitive attitudes and in-game impulse purchases. Moreover, social competence was found to moderate this relationship negatively, indicating that individuals with lower social competence are more influenced by their need for popularity when making in-game impulse purchases. These insights highlight the significant impact of social dynamics and individual psychological traits on consumer behavior in gaming environments. Furthermore, these results emphasize the ethical imperative for game developers to implement protective measures to safeguard consumers from the potential negative effects of in-game impulse purchases.
游戏玩家的竞争精神与游戏中的冲动性购买之间的联系:需要人气作为中介,社会能力作为调节剂
本研究调查了竞技态度对游戏内冲动购买行为的影响,重点研究了人气需求的中介作用和社交能力的调节作用。研究使用偏最小二乘法结构方程模型(PLS-SEM)分析了通过 Discord 和 Twitch 平台上的主播收集到的 234 名参与者的数据。研究结果证实,对人气的需求完全调节了竞争态度与游戏内冲动购买之间的关系。此外,研究还发现社交能力对这一关系起负向调节作用,表明社交能力较低的个体在进行游戏内冲动性购买时更受其受欢迎程度需求的影响。这些见解凸显了社会动力和个体心理特征对游戏环境中消费者行为的重要影响。此外,这些结果还强调了游戏开发商在道德上必须采取保护措施,保护消费者免受游戏内冲动性购买的潜在负面影响。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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