Main factors that influence the purchase intention of virtual goods in free games

Detalhes bibliográficos
Autor(a) principal: Serafim, Monalisa da Costa
Data de Publicação: 2022
Outros Autores: Gonçalves, Gabriel Freitas, de Souza, Dayvisson Emanoel Silva, dos Santos, Ítalo Anderson Taumaturgo
Tipo de documento: Artigo
Idioma: por
Título da fonte: Future Studies Research Journal: Trends and Strategies
Texto Completo: https://www.revistafuture.org/FSRJ/article/view/582
Resumo: Objective: To identify the factors that influence the intention to purchase virtual goods in free games. Methodology: Quantitative research that used a model with nine dimensions to understand the buying behavior in free games, using structural equation modeling to check its suitability. Originality/value: This research investigated the mediating role of attitude in the purchase behavior of virtual items and tested its application in the Brazilian context. Findings: The results indicated the attitude and perceived value as the main influencers of the purchase intention. The attitude played a mediating role between the model variables and the purchase intention, with the subjective norm constructs and perception of fairness as its main predictors. Limitations: Use of only functional aspects that influence the purchase intention and little female representation in the sample. Contributions/Implications: This study contributes in a practical way by identifying the factors of greatest influence in the intention to purchase virtual goods and offers a model that helps in studies that seek to understand the buying behavior of players.
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spelling Main factors that influence the purchase intention of virtual goods in free gamesPrincipais fatores que influenciam a intenção de compra de bens virtuais em jogos gratuitosBens virtuaisConsumoComportamento do ConsumidorVirtual itemsConsumptionConsumer behaviourObjective: To identify the factors that influence the intention to purchase virtual goods in free games. Methodology: Quantitative research that used a model with nine dimensions to understand the buying behavior in free games, using structural equation modeling to check its suitability. Originality/value: This research investigated the mediating role of attitude in the purchase behavior of virtual items and tested its application in the Brazilian context. Findings: The results indicated the attitude and perceived value as the main influencers of the purchase intention. The attitude played a mediating role between the model variables and the purchase intention, with the subjective norm constructs and perception of fairness as its main predictors. Limitations: Use of only functional aspects that influence the purchase intention and little female representation in the sample. Contributions/Implications: This study contributes in a practical way by identifying the factors of greatest influence in the intention to purchase virtual goods and offers a model that helps in studies that seek to understand the buying behavior of players.Objetivo: Identificar os fatores que influenciam a intenção de compra de bens virtuais em jogos gratuitos. Metodologia. Pesquisa quantitativa que utilizou de um modelo com nove dimensões para compreender o comportamento de compra em games gratuitos, com a utilização da modelagem de equações estruturais para verificar a sua adequabilidade. Originalidade/valor: Esta pesquisa investigou o papel mediador da atitude no comportamento de compra de itens virtuais e testou sua aplicação no contexto brasileiro. Constatações: Os resultados indicaram a atitude e o valor percebido como principais influenciadores da intenção de compra. A atitude desempenhou papel mediador entre as variáveis do modelo e a intenção de compra, com os construtos norma subjetiva e percepção de justiça como seus principais preditores. Limitações: Uso de apenas aspectos funcionais que influenciam a intenção de compra e pouca representatividade feminina na amostra. Contribuições/ImplicaçõesEsse estudo contribui de forma prática ao identificar os fatores de maior influência na intenção de compra de bens virtuais e oferece um modelo que auxilia nos estudos que buscam compreender o comportamento de compra dos jogadores.  Future Studies Research Journal: Trends and Strategies2022-01-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionPeer-reviewed Articleapplication/pdfhttps://www.revistafuture.org/FSRJ/article/view/58210.24023/FutureJournal/2175-5825/2022.v14i1.582Future Studies Research Journal: Trends and Strategies; Vol. 14 No. 1 (2022): Janeiro - Dezembro; e0582Future Studies Research Journal: Trends and Strategies [FSRJ]; v. 14 n. 1 (2022): Janeiro - Dezembro; e05822175-5825reponame:Future Studies Research Journal: Trends and Strategiesinstname:Fundação Instituto de Administração (FIA)instacron:FIAporhttps://www.revistafuture.org/FSRJ/article/view/582/503Copyright (c) 2022 Future Studies Research Journal: Trends and Strategieshttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessSerafim, Monalisa da CostaGonçalves, Gabriel Freitasde Souza, Dayvisson Emanoel Silvados Santos, Ítalo Anderson Taumaturgo2023-08-05T05:38:48Zoai:ojs.future.emnuvens.com.br:article/582Revistahttps://www.revistafuture.org/FSRJ/oai2175-58252175-5825opendoar:2023-08-05T05:38:48Future Studies Research Journal: Trends and Strategies - Fundação Instituto de Administração (FIA)false
dc.title.none.fl_str_mv Main factors that influence the purchase intention of virtual goods in free games
Principais fatores que influenciam a intenção de compra de bens virtuais em jogos gratuitos
title Main factors that influence the purchase intention of virtual goods in free games
spellingShingle Main factors that influence the purchase intention of virtual goods in free games
Serafim, Monalisa da Costa
Bens virtuais
Consumo
Comportamento do Consumidor
Virtual items
Consumption
Consumer behaviour
title_short Main factors that influence the purchase intention of virtual goods in free games
title_full Main factors that influence the purchase intention of virtual goods in free games
title_fullStr Main factors that influence the purchase intention of virtual goods in free games
title_full_unstemmed Main factors that influence the purchase intention of virtual goods in free games
title_sort Main factors that influence the purchase intention of virtual goods in free games
author Serafim, Monalisa da Costa
author_facet Serafim, Monalisa da Costa
Gonçalves, Gabriel Freitas
de Souza, Dayvisson Emanoel Silva
dos Santos, Ítalo Anderson Taumaturgo
author_role author
author2 Gonçalves, Gabriel Freitas
de Souza, Dayvisson Emanoel Silva
dos Santos, Ítalo Anderson Taumaturgo
author2_role author
author
author
dc.contributor.author.fl_str_mv Serafim, Monalisa da Costa
Gonçalves, Gabriel Freitas
de Souza, Dayvisson Emanoel Silva
dos Santos, Ítalo Anderson Taumaturgo
dc.subject.por.fl_str_mv Bens virtuais
Consumo
Comportamento do Consumidor
Virtual items
Consumption
Consumer behaviour
topic Bens virtuais
Consumo
Comportamento do Consumidor
Virtual items
Consumption
Consumer behaviour
description Objective: To identify the factors that influence the intention to purchase virtual goods in free games. Methodology: Quantitative research that used a model with nine dimensions to understand the buying behavior in free games, using structural equation modeling to check its suitability. Originality/value: This research investigated the mediating role of attitude in the purchase behavior of virtual items and tested its application in the Brazilian context. Findings: The results indicated the attitude and perceived value as the main influencers of the purchase intention. The attitude played a mediating role between the model variables and the purchase intention, with the subjective norm constructs and perception of fairness as its main predictors. Limitations: Use of only functional aspects that influence the purchase intention and little female representation in the sample. Contributions/Implications: This study contributes in a practical way by identifying the factors of greatest influence in the intention to purchase virtual goods and offers a model that helps in studies that seek to understand the buying behavior of players.
publishDate 2022
dc.date.none.fl_str_mv 2022-01-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://www.revistafuture.org/FSRJ/article/view/582
10.24023/FutureJournal/2175-5825/2022.v14i1.582
url https://www.revistafuture.org/FSRJ/article/view/582
identifier_str_mv 10.24023/FutureJournal/2175-5825/2022.v14i1.582
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://www.revistafuture.org/FSRJ/article/view/582/503
dc.rights.driver.fl_str_mv Copyright (c) 2022 Future Studies Research Journal: Trends and Strategies
https://creativecommons.org/licenses/by-nc/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2022 Future Studies Research Journal: Trends and Strategies
https://creativecommons.org/licenses/by-nc/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Future Studies Research Journal: Trends and Strategies
publisher.none.fl_str_mv Future Studies Research Journal: Trends and Strategies
dc.source.none.fl_str_mv Future Studies Research Journal: Trends and Strategies; Vol. 14 No. 1 (2022): Janeiro - Dezembro; e0582
Future Studies Research Journal: Trends and Strategies [FSRJ]; v. 14 n. 1 (2022): Janeiro - Dezembro; e0582
2175-5825
reponame:Future Studies Research Journal: Trends and Strategies
instname:Fundação Instituto de Administração (FIA)
instacron:FIA
instname_str Fundação Instituto de Administração (FIA)
instacron_str FIA
institution FIA
reponame_str Future Studies Research Journal: Trends and Strategies
collection Future Studies Research Journal: Trends and Strategies
repository.name.fl_str_mv Future Studies Research Journal: Trends and Strategies - Fundação Instituto de Administração (FIA)
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