Christian Böffel, Sophie Würger, Leonie Tara, Sabine J. Schlittmeier
{"title":"Comparing motives for cosmetic microtransactions using the CMTX-Q – The cosmetic microtransactions questionnaire","authors":"Christian Böffel, Sophie Würger, Leonie Tara, Sabine J. Schlittmeier","doi":"10.1016/j.chbr.2025.100700","DOIUrl":null,"url":null,"abstract":"<div><div>A popular way to monetize online games is through microtransactions, which are used to buy virtual goods with real money. This way, revenue is generated without the need for a retail price or subscription model, but through supposedly small payments generated by microtransactions. These microtransactions can be used to purchase game time, competitive advantages, or purely cosmetic items. The latter, so-called cosmetic microtransactions (CMTX), only bring about a visual change to the virtual characters and objects in the game and are not required to play, compete, or succeed in the game. The present study introduces a questionnaire on the motives for cosmetic microtransactions (CMTX-Q) that is refined based on factor analytical results obtained from two samples in two separate studies. The questionnaire is designed as a research tool to examine this phenomenon and elucidate why players purchase cosmetics using microtransactions. The CMTX-Q is then used to compare the importance of different motives for cosmetic microtransactions within and across different games. We observed a higher importance of status and investment motives and a lower importance of the benevolence motive for Counter Strike: Global Offensive players compared to League of Legends players.</div></div>","PeriodicalId":72681,"journal":{"name":"Computers in human behavior reports","volume":"19 ","pages":"Article 100700"},"PeriodicalIF":5.8000,"publicationDate":"2025-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in human behavior reports","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2451958825001150","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
A popular way to monetize online games is through microtransactions, which are used to buy virtual goods with real money. This way, revenue is generated without the need for a retail price or subscription model, but through supposedly small payments generated by microtransactions. These microtransactions can be used to purchase game time, competitive advantages, or purely cosmetic items. The latter, so-called cosmetic microtransactions (CMTX), only bring about a visual change to the virtual characters and objects in the game and are not required to play, compete, or succeed in the game. The present study introduces a questionnaire on the motives for cosmetic microtransactions (CMTX-Q) that is refined based on factor analytical results obtained from two samples in two separate studies. The questionnaire is designed as a research tool to examine this phenomenon and elucidate why players purchase cosmetics using microtransactions. The CMTX-Q is then used to compare the importance of different motives for cosmetic microtransactions within and across different games. We observed a higher importance of status and investment motives and a lower importance of the benevolence motive for Counter Strike: Global Offensive players compared to League of Legends players.