What Drives Gamers to Buy Virtual Goods?: A Comparative Study of European Gamers
2018 (English)In: Proceedings of the 4th International Conference on European Integration 2018 (ICEI 2018), PTS 1-3 / [ed] Stanickova, M; Melecky, L; Kovarova, E; Dvorokova, K, Ostrava: VŠB - Technical University of Ostrava , 2018, p. 729-738Conference paper, Published paper (Refereed)
Abstract [en]
Nowadays, free-to-play revenue model is growing in popularity with both game developers and players. The basic game is provided free of charge, but players are encouraged to purchase virtual goods, varying from cosmetic elements such as new skins for game character to items offering significant advantage over other players. Due to the relative newness of this phenomena, little research has been devoted to this topic, especially in the European region. In this paper, we identify, motivations and antecedents influencing the purchasing behavior of free-to-play Gamers, such as the support of the game developer, gaining advantage in the game or player's relationship to their game character. We conduct a quantitative study of 1 107 European garners (from Czech Republic and Belgium) to compare whether overall attitude, average spend on virtual goods and factors influencing customer's behavior vary accross the nations. This approach also allows us to develop a typology of free-to-play Gamers in Czech Republic and Belgium.
Place, publisher, year, edition, pages
Ostrava: VŠB - Technical University of Ostrava , 2018. p. 729-738
Series
International Conference on European Integration, ISSN 2571-029X
Keywords [en]
customer behaviour, European gamers, free-to-play games, virtual goods
National Category
Business Administration
Identifiers
URN: urn:nbn:se:oru:diva-76940ISI: 000462093400079ISBN: 978-80-248-4169-4 (print)OAI: oai:DiVA.org:oru-76940DiVA, id: diva2:1356594
Conference
4th International Conference on European Integration 2018 (ICEI 2018), Ostrava, Czech Republic, May 17-18, 2018
2019-10-012019-10-012019-10-10Bibliographically approved