Marder, Ben, Gattig, David, Collins, Emily ![]() |
Abstract
Free-to-play online games create significant revenues through sales of virtual items. The argument that the sale of items that provide a competitive advantage (functional items) fuels a pay-to-win culture has attracted developers to business models that are solely based on the sale of non-functional items (items that provide no objective competitive advantage). However, the motivations for purchasing non-functional items remain under-examined. The present study therefore provides an exploration of hedonic, social, and utilitarian motivations underpinning purchase of virtual items within the top-grossing free-to-play game League of Legends. From interviews with 32 players, a number of motivations are identified and presented. In addition, a novel finding is that motivation for purchase may not stem from the value in the item but lie in the act of purchasing itself as a means of transferring money to the developer.
Item Type: | Article |
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Date Type: | Publication |
Status: | Published |
Schools: | Psychology |
Publisher: | Elsevier |
ISSN: | 0747-5632 |
Date of Acceptance: | 11 September 2018 |
Last Modified: | 09 Nov 2022 09:47 |
URI: | https://orca.cardiff.ac.uk/id/eprint/137022 |
Citation Data
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