What Drives Gamers to Buy Virtual Goods? A Comparative Study of European Gamers
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989100%3A27510%2F18%3A10239970" target="_blank" >RIV/61989100:27510/18:10239970 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.ekf.vsb.cz/export/sites/ekf/icei/.content/galerie-dokumentu/ICEI-2018_Proceedings.pdf" target="_blank" >https://www.ekf.vsb.cz/export/sites/ekf/icei/.content/galerie-dokumentu/ICEI-2018_Proceedings.pdf</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
What Drives Gamers to Buy Virtual Goods? A Comparative Study of European Gamers
Popis výsledku v původním jazyce
Nowadays, free-to-play revenue model is growing in popularity with both game developers and players. The basic game is provided free of charge, but players are encouraged to purchase virtual goods, varying from cosmetic elements such as new skins for game character to items offering significant advantage over other players. Due to the relative newness of this phenomena, little research has been devoted to this topic, especially in the European region. In this paper, we identify motivations and antecedents influencing the purchasing behavior of free-to-play gamers, such as the support of the game developer, gaining advantage in the game or player's relationship to their game character. We conduct a quantitative study of 1 107 European gamers (from Czech Republic and Belgium) to compare whether overall attitude, average spend on virtual goods and factors influencing customer's behavior vary accross the nations. This approach also allows us to develop a typology of free-to-play gamers in Czech Republic and Belgium.
Název v anglickém jazyce
What Drives Gamers to Buy Virtual Goods? A Comparative Study of European Gamers
Popis výsledku anglicky
Nowadays, free-to-play revenue model is growing in popularity with both game developers and players. The basic game is provided free of charge, but players are encouraged to purchase virtual goods, varying from cosmetic elements such as new skins for game character to items offering significant advantage over other players. Due to the relative newness of this phenomena, little research has been devoted to this topic, especially in the European region. In this paper, we identify motivations and antecedents influencing the purchasing behavior of free-to-play gamers, such as the support of the game developer, gaining advantage in the game or player's relationship to their game character. We conduct a quantitative study of 1 107 European gamers (from Czech Republic and Belgium) to compare whether overall attitude, average spend on virtual goods and factors influencing customer's behavior vary accross the nations. This approach also allows us to develop a typology of free-to-play gamers in Czech Republic and Belgium.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
50204 - Business and management
Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2018
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of the 4th International Conference on European Integration 2018 : ICEI 2018 : May 17-18, 2018, Ostrava, Czech Republic. 2nd part
ISBN
978-80-248-4169-4
ISSN
2571-029X
e-ISSN
2571-029X
Počet stran výsledku
10
Strana od-do
729-738
Název nakladatele
VŠB - Technical University of Ostrava
Místo vydání
Ostrava
Místo konání akce
Ostrava
Datum konání akce
17. 5. 2018
Typ akce podle státní příslušnosti
EUR - Evropská akce
Kód UT WoS článku
000462093400079