花真钱:在线社交游戏中的虚拟商品购买模式

D. Y. Wohn
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引用次数: 42

摘要

研究人员发现,“社交”因素会影响在线社交游戏中虚拟商品的购买意向,但对实际购买行为却知之甚少。研究1利用一款在线社交游戏的服务器日志获取的大量数据,检验了社交因素与虚拟商品购买模式之间的关系。与不花钱相比,虚拟商品交换和好友数量增加了玩家花真钱的可能性。在那些花了真钱的玩家中,赠送虚拟商品是影响消费金额的最重要因素。研究2考察了花真钱玩家的购买模式:高真钱玩家购买的是视觉定制道具,而低真钱玩家购买的是维持游戏所需的消耗性道具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Spending real money: purchasing patterns of virtual goods in an online social game
Researchers have found that 'social' factors contribute to purchasing intentions of virtual goods in an online social game, but little is known about actual purchasing behavior. Study 1 examined the relationship between social factors and virtual goods purchasing patterns using large scale data obtained by server logs of an online social game. Exchange of virtual goods and number of friends increased the likelihood of spending real money compared to no spending. Among those who did spend real money, giving virtual goods to others was the strongest factor associated with the amount of spending. Study 2 examined purchasing patterns of players who spent real money: high real-money spenders were buying items for visual customization while low spenders were buying consumable items necessary to sustain playing the game.
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