购买虚幻:电子游戏中虚拟物品购买的驱动因素

Andy Syahrizal, B. Purwandari, M. Mishbah, M. Dzulfikar
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引用次数: 4

摘要

在过去的几年里,电子游戏已经成为虚拟商品消费的最大平台之一。除了视频游戏市场的发展,游戏行业中的虚拟物品也有了显著增长。玩家会花大量的钱去购买虚拟道具。然而,大部分钱都花在了美观的虚拟商品上。它们让游戏角色看起来更漂亮,但它们并不能让角色所有者在游戏玩法中获得任何直接优势。人们为什么要买这些东西?他们是否想要吸引更多其他玩家的注意?因此,进行了一项调查以解决这些问题。通过系统的文献回顾,我们确定了影响个人在电子游戏中购买虚拟商品的因素。所选文献的分析被映射成两个模型。第一种是刺激-机体-反应模型来解释购买行为。第二个是注意力、兴趣、欲望和行动模型,反映了购买背后的盈利情况。这一发现提高了人们对购买虚拟物品的驱动因素的理解。这对游戏行业和监管机构都有潜在的贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Buying the Unreal: Drivers of Virtual Item Purchase in Video Games
In the past couple of years, video games have become one of the biggest platforms for the consumption of virtual goods. In addition to the advancement of video game markets, virtual items in gaming industries have grown significantly. There is a substantial amount of money going into the purchase of virtual items. However, most of it is spent on aesthetic virtual goods. They give a better look to the game characters, but they do not grant any direct advantages to the character owners in gameplay. Why do people buy these items? Do they want to attract more attention from other players? Hence, an investigation was conducted to address these questions. A systematic literature review was performed to identify factors that influence individuals to purchase virtual goods in video games. The analysis of selected references was mapped into two models. The first one is the stimulus-organism-response model to explain the purchase behavior. The second one is the attention, interest, desire, and action model to reflect the monetization behind the purchase. The findings improve the understanding of the driving factors to purchase a virtual item. It gives a potential contribution to the gaming industry as well as to regulators.
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