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.
Original language | English |
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Pages (from-to) | 72-83 |
Number of pages | 12 |
Journal | Computers in Human Behavior |
Volume | 91 |
Early online date | 14 Sept 2018 |
DOIs | |
Publication status | Published - 1 Feb 2019 |
Keywords
- Free-to-play
- Motivation
- Online games
- Purchase
- Virtual-items
ASJC Scopus subject areas
- Arts and Humanities (miscellaneous)
- Human-Computer Interaction
- General Psychology