{"title":"皮肤中的力量:《堡垒之夜》中自我表现、战术玩法和消费的相互作用","authors":"Lingyuan Li, Guo Freeman, D. Y. Wohn","doi":"10.1145/3410404.3414262","DOIUrl":null,"url":null,"abstract":"This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"5 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite\",\"authors\":\"Lingyuan Li, Guo Freeman, D. Y. Wohn\",\"doi\":\"10.1145/3410404.3414262\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.\",\"PeriodicalId\":92838,\"journal\":{\"name\":\"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"5 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3410404.3414262\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3410404.3414262","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite
This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.