Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2014
DOI: 10.1145/2556288.2557074
|View full text |Cite
|
Sign up to set email alerts
|

Spending real money

Abstract: Researchers have found that "social" factors contribute to purchasing intentions of virtual goods in an online social game, but little is known about actual purchasing behavior. Study 1 examined the relationship between social factors and virtual goods purchasing patterns using large scale data obtained by server logs of an online social game. Exchange of virtual goods and number of friends increased the likelihood of spending real money compared to no spending. Among those who did spend real money, giving vir… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0
1

Year Published

2016
2016
2023
2023

Publication Types

Select...
7
1

Relationship

1
7

Authors

Journals

citations
Cited by 29 publications
(8 citation statements)
references
References 17 publications
(25 reference statements)
0
7
0
1
Order By: Relevance
“…Users' time can be converted into e-currency. Every moment spent playing puts virtual money in a user's account [29]. However, this value is usually held by the service owner and cannot be legally converted into real money.…”
Section: E-currencies In Virtual Marketsmentioning
confidence: 99%
“…Users' time can be converted into e-currency. Every moment spent playing puts virtual money in a user's account [29]. However, this value is usually held by the service owner and cannot be legally converted into real money.…”
Section: E-currencies In Virtual Marketsmentioning
confidence: 99%
“…Media, such as live streaming and gaming, tend to offer cash spending options for users' enjoyment. The options include functional purposes to enhance a certain skill, gain more time to play, or unlock new features, including cosmetic purposes for avatars (Wohn, 2014). Specifically, spending cash is often closely related to the heavy usage of media.…”
Section: The Moderating Effects Of Individuals' Spending Behaviormentioning
confidence: 99%
“…The rise of popularity of this form of gaming has spurred research into its specific effects on social behavior. Research has explored this phenomenon from a variety of perspectives, from how virtual world economies mimic realworld patterns (Castronova et al 2009), to the personal motivations and purchasing patterns players have for purchasing virtual goods (Wohn 2014). A notable of research has also gone into the monetization of free-to-play gaming, with Holin and Chuen-Tsai (2007) looking specifically at the challenges facing free-to-play games regarding monetization as they highlight the concept of the magic circle, in which game monetization elements need to be perceived as fair by players or they will not encourage spending.…”
Section: Free-to-play Gamingmentioning
confidence: 99%