Consumer’s Willingness to Buy In-Game Virtual Goods—The Influence of Gaming Motivation
- DOI
- 10.2991/978-2-494069-31-2_302How to use a DOI?
- Keywords
- willingness to buy; virtual goods; game industry; gaming motivation; virtual economy
- Abstract
As part of the virtual economy, the gaming industry has continued to grow in the context of the recent epidemic and has made a significant contribution to world economic growth. Therefore, the study of consumer behaviour and willingness to buy has an important role to play in the development of the virtual economy. This paper conducts a empirical study basing on Nick Yee's Gaming motivation model to examine the characteristics and differences in willingness to buy in-game virtual products across player types. As the result, the study uncovers the traits and variances in propensity to buy displayed by various player types, as well as offering a fresh theoretical viewpoint on virtual goods consumption.
- Copyright
- © 2022 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Zhiyuan Yu PY - 2022 DA - 2022/12/29 TI - Consumer’s Willingness to Buy In-Game Virtual Goods—The Influence of Gaming Motivation BT - Proceedings of the 2022 6th International Seminar on Education, Management and Social Sciences (ISEMSS 2022) PB - Atlantis Press SP - 2574 EP - 2586 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-494069-31-2_302 DO - 10.2991/978-2-494069-31-2_302 ID - Yu2022 ER -