| Literature DB >> 35085336 |
Xiaowei Cai1,2, Javier Cebollada1,2, Mónica Cortiñas1,2.
Abstract
Video game companies are increasingly diversifying their profit models. Rather than relying exclusively on the sale of video game titles or the subscription model, video game companies are maximising the revenues and extending the lifecycle of their games by means of a strategy based on the sale of in-game goods. This study contributes to the theory on in-game goods purchases by explaining why and how video game players purchase different types of in-game goods. We used an inductive approach involving qualitative data analysis based on grounded theory. Six types of in-game goods are grouped into three categories: functional-based goods, probability-based goods, and ornamental-based goods. After acknowledging the heterogeneity of the categories, a conceptual framework is developed by conducting 21 in-depth interviews, from which it emerges that players purchase functional-based goods, probability-based goods, and ornamental-based goods for different motives and through the different behavioural processes. First, the purchase of functional-based goods is a strategy for entering the flow experience. Second, the purchase of probability-based goods is a compromise for purchase restrictions. Third, the purchase of ornamental goods is driven by the synergism of intrinsic motivations and exposure in the virtual world. Therefore, video game researchers should not treat in-game goods as a homogeneous concept. The findings also suggest that it is critically important for video game developers to strike a balance between the challenges of the gameplay and the skills of players because excessively raising (or lowering) the level of difficulty could pose a threat to the company's sustainable profit.Entities:
Mesh:
Year: 2022 PMID: 35085336 PMCID: PMC8794092 DOI: 10.1371/journal.pone.0262998
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Classification of in-game goods.
| Industry practice types | Functional-based goods | Ornamental-based goods | Probability-based goods |
|---|---|---|---|
|
| X | ||
|
| X | ||
|
| X | ||
|
| X | ||
|
| X | ||
|
| X |
Fig 1Research process.
Gaming profile of the informants.
| Informant | Gender | Age | Student | Education | Job | Monthly income | Town | Initial sampling | Theoretical sampling I | Theoretical sampling II |
|---|---|---|---|---|---|---|---|---|---|---|
| 001 | Male | 30 | No | Undergraduate | Yes (Full time) | 7001 RMB -9000 RMB | Shanghai | Yes | ||
| 002 | Male | 29 | No | Undergraduate | Yes (Full time) | More than 20001 RMB | Shanghai | Yes | Yes | |
| 003 | Male | 25 | No | College | Yes (Full time) | 5001 RMB -7000 RMB | Shanghai | Yes | ||
| 004 | Male | 31 | No | Undergraduate | Yes (Full time) | 11001 RMB -15000 RMB | Shanghai | Yes | Yes | |
| 005 | Male | 30 | No | Undergraduate | Yes (Full time) | 7001 RMB -9000 RMB | Shanghai | Yes | ||
| 006 | Male | 30 | No | College | No | 2001 RMB -3000 RMB | Tongren, Guizhou | |||
| 007 | Male | 29 | No | College | Yes (Full time) | 7001 RMB -9000 RMB | Shanghai | Yes | Yes | Yes |
| 008 | Female | 28 | No | College | Yes (Full time) | 3001 RMB -5000 RMB | Shanghai | Yes | ||
| 009 | Female | 29 | Yes | Undergraduate | Yes (Full time) | 11001 RMB -15000 RMB | Shanghai | Yes | Yes | Yes |
| 010 | Female | 28 | No | Undergraduate | Yes (Full time) | 15000 RMB -20000 RMB | Shanghai | Yes | Yes | Yes |
| 011 | Male | 23 | No | College | Yes (Full time) | 3001 RMB -5000 RMB | Shanghai | Yes | ||
| 012 | Male | 28 | No | Middle school | Yes (Full time) | 7001 RMB -9000 RMB | Shanghai | Yes | ||
| 013 | Male | 26 | No | Undergraduate | Yes (Full time) | Don’t Know/No Answer | Shanghai | Yes | ||
| 014 | Female | 25 | No | Vocational school | Yes (Full time) | Don’t Know/No Answer | Hunchun, Jilin | Yes |
Demographic profile of the informants.
| Informant | Platform | Gaming time per week | Continuous gaming time every time | Purchased in-game goods types |
|---|---|---|---|---|
| 001 | Windows | 12–20 hours a week | 1–2 hours at a time | Cosmetics/Skins, Loot boxes |
| 002 | Windows, Andriod, IOS | 12–20 hours a week | 30 minutes to 1 hour at a time | Cosmetics/Skins |
| 003 | Windows,PS4,Nintendo Switch,PS Vita,3DS,Andriod | More than 20 hours a week | More than 5 hours at a time | Power-ups,Expansion packages,Playable characters,Cosmetics/Skins,Loot boxes |
| 004 | Windows, PS4, IOS | More than 20 hours a week | 2–5 hours at a time | Power-ups,Expansion packages,Playable characters,Cosmetics/Skins,Loot boxes,Time-savers |
| 005 | Windows, Nintendo Switch, Andriod, IOS | 12–20 hours a week | 1–2 hours at a time | Expansion packages, Playable characters, Cosmetics/Skins |
| 006 | Windows,MAC,PS4,Nintendo Switch,PS Vita,3DS,Andriod | 7–12 hours a week | 1–2 hours at a time | Cosmetics/Skins |
| 007 | Windows, PS4, Nintendo Switch,3DS, IOS | 7–12 hours a week | 30 minutes to 1 hour at a time | Expansion packages, Cosmetics/Skins |
| 008 | Nintendo Switch, IOS | 4–7 hours a week | 30 minutes to 1 hour at a time | Loot boxes |
| 009 | MAC, IOS | 7–12 hours a week | 2–5 hours at a time | Power-ups, Playable characters, Cosmetics/Skins, Loot boxes |
| 010 | Windows, Andriod, IOS | More than 20 hours a week | More than 5 hours at a time | Power-ups,Expansion packages,Playable characters,Cosmetics/Skins,Loot boxes,Time-savers |
| 011 | Windows, Andriod | 7–12 hours a week | 1–2 hours at a time | Power-ups,Expansion packages,Playable characters,Cosmetics/Skins,Loot boxes,Time-savers |
| 012 | Windows | More than 20 hours a week | 1–2 hours at a time | Cosmetics/Skins |
| 013 | Windows, Andriod, IOS | 7–12 hours a week | 2–5 hours at a time | Power-ups,Expansion packages,Cosmetics/Skins,Loot boxes,Time-savers |
| 014 | Andriod | 12–20 hours a week | 30 minutes to 1 hour at a time | Power-ups, Playable characters, Cosmetics/Skins, Loot boxes |
Fig 2Flow and discomfort situations.
Fig 3Purchase of challenge and skill adjustment in-game goods: A strategy of pulling players back to the flow experience.
Fig 4Purchase process between the non-flow state and actual purchase behavior.
Fig 5Purchase process between the non-flow state and actual purchase behaviour, with the existence of loot boxes.
Fig 6Purchase process of cosmetic/skins, with the existence of loot boxes.