Scoring big – how sports video game features drive virtual ownership, willingness to pay and soccer participation

Joern Schlimm, Sebastiano Mereu, Christoph Breuer
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引用次数: 0

Abstract

Purpose

Sports organizations have a strategic interest in utilizing video games as a means to generate commercial opportunities and increase participation in their respective sports. This study aims to investigate the specific features of sports video games (SVGs) that may significantly influence gamers’ desire to own virtual items, their Willingness to Pay (W2P) for these items and their participation in real-life soccer activities. The research also considers generational cohorts, and the amount of time gamers spend playing video games, offering a preliminary analysis of potential differences among various demographic groups and gamer types. Conducted in collaboration with the Fédération Internationale de Football Association (FIFA), the practical implications of this research aim to provide FIFA and other sports organizations with a foundational basis for the selection and collaborative development of SVGs.

Design/methodology/approach

To the best of the authors’ knowledge, this is the first attempt to determine the impact of concrete SVG features on consumers’ Ownership, W2P and Participation. Hence, a new survey construct needed to be developed based on an extensive review of scales that have been used by researchers to assess gamers’ gratifications and motivations for playing video games. The new construct was tested and refined through exploratory factor analysis. This study subsequently uses structural equation modeling to explore the impact of various SVG features on Ownership, W2P and Participation.

Findings

The results of this study indicate that, from a commercial perspective, competition, collaboration and social interaction appeal to gamers and drive Ownership and W2P in SVGs. Additionally, discovery and exploration enhance the SVG experience further motivating gamers to spend on in-game content. Fantasy, Escape and Sport Context are critical determinants of soccer Participation, as they enable gamers to immerse themselves in a virtual environment that offers experiences unattainable in real life. These features can strengthen gamers’ identification with soccer, making real-life Participation more appealing. Competing, Socializing and Relationship features also boost Participation by fostering a feeling of community and social interaction, encouraging gamers to seek similar real-world experiences. The findings of this study indicate that a universal approach may be ineffective, as various target audiences are motivated to engage in commercial transactions or participate in soccer based on different SVG features. Consequently, it is essential for sports organizations to segment their target audience and strategically develop SVGs that cater to the distinct needs of each group.

Research limitations/implications

Future research should aim to draw more representative samples by including a broader range of demographics, income levels and geographic locations. This would ensure that findings are generalizable across different segments of the population. The study also offers first insights into the preferences of different types of gamers according to their age group and time spent playing. However, additional research is needed to determine the preferences of additional types of gamers, for instance, by creating dedicated gamer marketing personas based on parameters like frequency of play, length of an individual gaming session, number of games owned, etc.

Practical implications

For sports organizations like FIFA, focusing on SVGs with multiplayer experiences, social features and competitive gameplay is crucial. Monetization strategies should capitalize on gamers’ desire to stand out and succeed in social and competitive contexts. With the additional focus on the discovery of rare items, sports organizations should integrate scarcity, exclusivity and discovery mechanics into their video games. The combination of social competition and the thrill of discovering rare items can drive higher engagement, loyalty and revenue. To inspire greater Participation in real-life soccer, sports organizations like FIFA should strategically select or develop video games that harness the power of immersion into a virtual sports environment by incorporating “Fantasy”, “Escape” and “Sport Context” features into SVGs. By creating immersive experiences that encourage gamers to connect with the sport on a deeper level, SVGs can effectively drive real-life soccer engagement.

Originality/value

To the best of the authors’ knowledge, this is the first time a study explores the concrete features of SVGs that may have a significant impact on gamers’ desire to own virtual items (Ownership), on consumers’ W2P for these items and on Participation in real-life soccer activities. Unlike previous research, which has predominantly concentrated on video games in general or specifically on the sports simulation game subcategory within SVGs, this study adopts a broader perspective by considering all types of sports-themed video games.

得分大——体育视频游戏的特点如何推动虚拟所有权、付费意愿和足球参与
电子竞技组织在利用电子游戏作为创造商业机会和增加各自运动参与的手段方面具有战略利益。本研究旨在调查体育电子游戏(svg)的具体特征,这些特征可能会显著影响玩家拥有虚拟物品的欲望、他们为这些物品支付的意愿(W2P)以及他们在现实生活中参与足球活动的意愿。该研究还考虑了世代群体,以及玩家花在电子游戏上的时间,对不同人口群体和玩家类型之间的潜在差异进行了初步分析。本研究与国际足联(FIFA)合作开展,旨在为国际足联和其他体育组织选择和协同开发svg提供基础依据。设计/方法论/方法据作者所知,这是第一次尝试确定具体的SVG特性对消费者所有权、W2P和参与的影响。因此,我们需要基于研究人员用来评估玩家玩电子游戏的满足感和动机的量表,开发一种新的调查结构。通过探索性因子分析对新结构进行了检验和完善。本研究随后使用结构方程建模来探讨SVG的各种特征对所有权、W2P和参与的影响。研究结果表明,从商业角度来看,竞争、合作和社交互动能够吸引玩家,并推动svg中的所有权和W2P。此外,发现和探索增强了SVG体验,进一步激励玩家在游戏内内容上花钱。幻想、逃避和运动情境是足球参与的关键决定因素,因为它们使玩家能够沉浸在虚拟环境中,提供现实生活中无法获得的体验。这些功能可以加强玩家对足球的认同,使现实生活中的参与更具吸引力。竞争、社交和关系功能通过培养社区和社交互动的感觉,鼓励玩家寻求类似的现实体验,从而提高参与度。本研究的结果表明,通用的方法可能是无效的,因为不同的目标受众会基于不同的SVG特性来参与商业交易或参与足球。因此,体育组织必须对目标受众进行细分,并战略性地开发满足每个群体不同需求的svg。研究的局限性/意义未来的研究应旨在通过包括更广泛的人口统计、收入水平和地理位置来绘制更具代表性的样本。这将确保调查结果可推广到人口的不同部分。该研究还首次揭示了不同类型玩家根据年龄和游戏时间的偏好。然而,还需要进一步的研究来确定其他类型玩家的偏好,例如,根据游戏频率、个人游戏时长、拥有的游戏数量等参数创建专门的玩家营销角色。实际意义对于像FIFA这样的体育组织来说,关注具有多人游戏体验、社交功能和竞争性游戏玩法的svg至关重要。盈利策略应该利用玩家在社交和竞争环境中脱颖而出并取得成功的愿望。随着对稀有道具发现的额外关注,体育组织应该将稀缺性、排他性和发现机制整合到电子游戏中。社交竞争和发现稀有道具的兴奋感能够推动更高的粘性、忠诚度和收益。为了激发人们对现实足球的更大参与,国际足联等体育组织应该战略性地选择或开发视频游戏,将“幻想”、“逃避”和“体育情境”等功能融入到虚拟体育环境中,从而利用沉浸感的力量。通过创造身临其境的体验,鼓励玩家在更深层次上与这项运动建立联系,svg可以有效地推动现实生活中的足球参与度。原创性/价值据作者所知,这是第一次研究svg的具体特征,这些特征可能会对玩家拥有虚拟道具的欲望(所有权)、消费者对这些道具的W2P以及对现实足球活动的参与产生重大影响。与之前的研究不同的是,之前的研究主要集中在一般的电子游戏上,或者特别集中在svg中的体育模拟游戏子类别上,这项研究采用了更广泛的视角,考虑了所有类型的体育主题电子游戏。
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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