Two faces of freemium strategy in social games: The interplay between perceived enjoyment, envy, and in-app purchase intention

IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Trang Nguyen , Jengchung Victor Chen , Julius Wonodihardjo
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引用次数: 0

Abstract

In freemium social games, disparities between paid and free players could evoke negative experiences, particularly when paid players gain significant advantages by purchasing in-game items. Drawing on affordance theory and social comparison theory, this experimental study reveals that both positive (e.g., perceived enjoyment) and negative (e.g., benign envy) experiences strengthen players’ willingness to make in-app purchases. Perceived enjoyment is positively associated with skill–challenge balance, social interaction, and control, while both benign and malicious envy are induced by fairness. Notably, a state of skill–challenge imbalance is also found to drive perceived enjoyment, providing a critical extension to the existing literature on enjoyment experiences in gaming contexts.
社交游戏中免费策略的两个方面:感知乐趣、嫉妒和应用内购买意图之间的相互作用
在免费社交游戏中,付费玩家和免费玩家之间的差异可能会引发负面体验,特别是当付费玩家通过购买游戏道具获得显著优势时。根据供给理论和社会比较理论,该实验研究表明,积极体验(如感知享受)和消极体验(如良性嫉妒)都能增强玩家进行应用内购买的意愿。感知到的快乐与技能挑战平衡、社会互动和控制呈正相关,而良性和恶意嫉妒都是由公平引起的。值得注意的是,技能挑战的不平衡状态也会推动感知乐趣,为现有的关于游戏情境中的享受体验的文献提供了重要的扩展。
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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来源期刊
Information & Management
Information & Management 工程技术-计算机:信息系统
CiteScore
17.90
自引率
6.10%
发文量
123
审稿时长
1 months
期刊介绍: Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.
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