2022
DOI: 10.1111/isj.12384
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Game affordance, gamer orientation, and in‐game purchases: A hedonic–instrumental framework

Abstract: Despite extensive research on user behaviours in free-to-play games, what motivates users to purchase in-game items is still not well understood. We classify game affordances, gamer orientations, and in-game items into two dimensions according to

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Cited by 28 publications
(15 citation statements)
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“…In this issue of the ISJ, we present five papers. In the first paper, Wang et al (2022) explore the underlying motivations of in-game item consumption in free-to-play games. They first identify two primary gamer orientations and four typical technological affordances that are highly relevant to the competitive nature of free-to-play MOBA games.…”
Section: Papers In This Issuementioning
confidence: 99%
“…In this issue of the ISJ, we present five papers. In the first paper, Wang et al (2022) explore the underlying motivations of in-game item consumption in free-to-play games. They first identify two primary gamer orientations and four typical technological affordances that are highly relevant to the competitive nature of free-to-play MOBA games.…”
Section: Papers In This Issuementioning
confidence: 99%
“…2 Games with small sessions such as four-against-four (4V4) or 5V5 matches, enable thousands of players to fight simultaneously on the shared server, often allowing for a classification as MMOG. 3 Players' play frequency and play performance are two salient game participation results in MMOGs (Hamari et al, 2020;Wang, Sun, & Luo, 2022). Play frequency, as the indicator of the quantity of player participation, reflects the retention rate of the game (Chang et al, 2014).…”
Section: Mobile Massively Multiplayer Online Games Playmentioning
confidence: 99%
“…Players who experience low-gameplay quality because of poor game skills, distraction during playing the game, and lack of cooperation between teammates, which leads to poor game performance. To achieve better performance and higher ranks, players are willing to purchase in-game items (Wang, Sun, & Luo, 2022), choose strong-tie teammates to coordinate (Donaldson, 2017), and improve game skills (Badrinarayanan et al, 2015) to gain competitive advantage. Play performance hence is closely linked with players' money consumption, time allocation, and emotional commitment to the game.…”
Section: Mobile Massively Multiplayer Online Games Playmentioning
confidence: 99%
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