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The effect of in-game purchases on consumers' perceived video game fairness

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  1. Tez No: 838520
  2. Yazar: ÖMER HÜROĞLU
  3. Danışmanlar: DR. CONSTANT PİETERS
  4. Tez Türü: Yüksek Lisans
  5. Konular: İşletme, Business Administration
  6. Anahtar Kelimeler: Belirtilmemiş.
  7. Yıl: 2022
  8. Dil: İngilizce
  9. Üniversite: Tilburg University
  10. Enstitü: Yurtdışı Enstitü
  11. Ana Bilim Dalı: Belirtilmemiş.
  12. Bilim Dalı: Belirtilmemiş.
  13. Sayfa Sayısı: 53

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.

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