The effect of in-game purchases on consumers' perceived video game fairness
Başlık çevirisi mevcut değil.
- Tez No: 838520
- Danışmanlar: DR. CONSTANT PİETERS
- Tez Türü: Yüksek Lisans
- Konular: İşletme, Business Administration
- Anahtar Kelimeler: Belirtilmemiş.
- Yıl: 2022
- Dil: İngilizce
- Üniversite: Tılburg Unıversıty
- Enstitü: Yurtdışı Enstitü
- Ana Bilim Dalı: Belirtilmemiş.
- Bilim Dalı: Belirtilmemiş.
- Sayfa Sayısı: Belirtilmemiş.
Özet
In the early 2000s, buying a video game was a one-off payment. However, in these days video game industry is rapidly shifting towards to games as a service model. Now, video game companies focus on generating a constant stream of revenue from their products over long periods. One of the tools that video game companies are using to generate a recurring revenue is in-game purchases. It is successful in monetary terms but if not being implemented correctly, in-game purchases can spoil the game balance, harm the reputation of the brand and its parent company. The main goal of this paper is to investigate the effect of in-game purchases on perceived fairness and find out how video game companies can generate recurring revenue streams from in-game purchases while maintaining the positive attitude of players. In an experiment with three factors and eight conditions, I examined how availability or unavailability of in-game purchases for unlockable items affect perceived fairness. I investigated how the attribute of the items sold through in-game purchases, whether it provides cosmetic or functional benefits to the player moderates this effect. And I studied how the amount of effort required to unlock the items only by playing the game moderates this effect. During the experiment, respondents are presented manipulated versions of a racing game as it would appear in a video game marketplace. Participants indicated their general attitude towards the fairness of these games on a Likert scale. Findings confirmed that games that selling only items with cosmetic attributes and requiring less grinding to unlock items are perceived as fairer than games that selling items with functional attributes and requiring lots of grinding.
Özet (Çeviri)
Özet çevirisi mevcut değil.
Benzer Tezler
- Mobil oyunlarda tüketicilerin harcama yapma motivasyonları
Consumer spending motivations in mobile games
BURAK KIRAL
Yüksek Lisans
Türkçe
2025
İşletmeİstanbul Üniversitesiİşletme Ana Bilim Dalı
DR. ÖĞR. ÜYESİ YİĞİT YURDER
- What makes the virtual goods valuable in the eyes of the consumers: A value theory perspective
Sanal ürünleri tüketicilerin gözünde değerli kılan nedir? Değer teorisi bakış açısı
NADJIM MKEDDER
- Factors affecting individuals' intention to play and make purchases of virtual goods in free to play games
Bireylerin oynaması ücretsiz oyunlarda sanal ürün satın alma ve oynama niyetini etkileyen faktörler
SİMAY ELİF ERDEM ÇOBANOĞLU
Yüksek Lisans
İngilizce
2022
İşletmeİstanbul Bilgi ÜniversitesiPazarlama Ana Bilim Dalı
DR. ÖĞR. ÜYESİ ESRA ARIKAN
- Espor canlı yayın hizmetlerinde algılanan değer ve tüketim davranışı üzerinde yayıncının rolü
The role of streamers in perceived value and consumption behaviors in esports live streaming services
YAKUP KAYMAKÇI
Doktora
Türkçe
2026
SporSakarya Uygulamalı Bilimler ÜniversitesiSpor Yöneticiliği Ana Bilim Dalı
PROF. DR. ERSİN ESKİLER
- How do luxury fashion consumer behaviors effect on creation of brand values practicing of leading luxury retailer: Liberty London
Başlık çevirisi yok
EZGİ ESKİKANBUR