Elsevier, International Journal of Information Management, 3(35), p. 299-308
DOI: 10.1016/j.ijinfomgt.2015.01.007
Full text: Unavailable
In this study we investigate purchase behavior for virtual goods in three free-to-play game environments. In the modern free games, publishers sell virtual goods in order to generate revenue. However, game publishers face dire negative attitudes towards the business model as it can entice publishers to degrade the enjoyment of the game in order to sell more virtual goods that address the artificial gaps in the game. This study focuses on this looming question in the game industry whether people buy virtual goods because they enjoy the game and want to keep on playing it or rather because their attitudes towards virtual goods are favorable and they believe it’s also accepted in the peer-group. Player responses (N=2791) were gathered from three different game types: Social Virtual World (Habbo) (n=2156), First-Person Shooters (n =398), and Social Networking Games (Facebook games) (n=237). The results support the both main hypotheses 1) enjoyment of the game reduces the willingness to buy virtual goods while at the same time increasing the willingness to play more of the game. Continued use, however, does positively predicts purchase intentions for virtual goods. 2) Attitude towards virtual goods and the beliefs about peers’ attitudes strongly increase the willingness to purchase virtual goods. Beyond these interesting results the paper points to several further lines of inquiry.