| Literature DB >> 35058842 |
Christian Böffel1, Sophie Würger1, Jochen Müsseler1, Sabine J Schlittmeier1.
Abstract
Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one's avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players' perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. Each participant performed this game-based task in two different conditions: With a character that was customized using a provided set of cosmetic microtransactions and with a default character. Results showed that customization increased subjective identification with the player character. However, objective performance measures were unaffected by this manipulation although the novel experimental approach provided reliable performance results. Additionally, identification was positively related to perceived competence, fun, and self-estimated performance. Implications for the design of cosmetic microtransactions and their influence on competitive gaming are discussed.Entities:
Keywords: avatars; customization; esports; games; human-computer interaction; identification; microtransactions; performance
Year: 2022 PMID: 35058842 PMCID: PMC8765231 DOI: 10.3389/fpsyg.2021.770139
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Players’ view of the game with the male avatar and default appearance. The allies (blue) and enemies (red) automatically attacked each other. The player’s task was to score a last hit on the enemies, the final hit that causes the enemy to be defeated. Images reproduced with permission from the League of Legends Brand Manager DACH.
FIGURE 2Visualization of the process for participants who first played with cosmetics: (1) preliminary interview, (2) cosmetics selection, (3) practice round plus 1st game round with cosmetics, (4) 1st questionnaire, (5) 2nd game round without cosmetics, and (6) 2nd questionnaire. Images reproduced with permission from the League of Legends Brand Manager DACH.
FIGURE 3The self-estimated and actual performance operationalized as percentage of last hits, and mean values from 1 (not at all) to 6 (very) of the collected variables identification, fun and perceived competence in conditions with and without choice. The error bars represent the 95% confidence intervals. *p < 0.05, **p < 0.01.
Repeated measures correlations of the dependent variables.
The diagonal shows correlations of each variable between both measurement points. *p < 0.05; **p < 0.01; ***p < 0.001.