{"title":"DOTA2“云玩家”的数字身份与消费行为分析","authors":"Qian Chen, Siving Du, Haonan Yang, Xiao Gong","doi":"10.1109/cost57098.2022.00053","DOIUrl":null,"url":null,"abstract":"Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Analysis on Digital Identity and Consumption Behavior of DOTA2 “Cloud Players”\",\"authors\":\"Qian Chen, Siving Du, Haonan Yang, Xiao Gong\",\"doi\":\"10.1109/cost57098.2022.00053\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.\",\"PeriodicalId\":135595,\"journal\":{\"name\":\"2022 International Conference on Culture-Oriented Science and Technology (CoST)\",\"volume\":\"58 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 International Conference on Culture-Oriented Science and Technology (CoST)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/cost57098.2022.00053\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/cost57098.2022.00053","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Analysis on Digital Identity and Consumption Behavior of DOTA2 “Cloud Players”
Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.