Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games

Detalhes bibliográficos
Autor(a) principal: Leitinho, Ricardo Ribeiro
Data de Publicação: 2018
Outros Autores: Farias, Josivania Silva
Tipo de documento: Artigo
Idioma: por
Título da fonte: REMark - Revista Brasileira de Marketing
Texto Completo: https://periodicos.uninove.br/remark/article/view/12216
Resumo: This study has verified the costumers perception about cosmetic virtual goods purchases in online games. Cosmetic virtual goods are clothing, pets, furniture among other types of visual modifications for the avatar (the players virtual representation) or the environment he finds himself in. The study was done with 96 participants from all continents in the world. Data gathering was done through online forums and in-game League of Legends, as well as questionnaires distributed in Brazilian universities. The chosen analysis technique was content analysis. Findings have shown that consumers of these kinds of goods ate motivated by represented role and by gratification. But, there also emerged a new factor which challenges the researcher to categorize it in three possible ways, according to literature. It was observed that there is a market for cosmetic virtual good consumption, with consumers inclined to gift online friends and to obtain a feeling of happiness when acquiring this kind of good. There is also a portion which is happy into investing to support the game developer what seems to be the rise of the new category said above.
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spelling Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online GamesA Motivação Hedônica no Consumo de Bens Virtuais Cosméticos em Jogos OnlineOnline Games; Virtual Goods; Hedonic Motivation; Consumer Behavior.Jogos Online; Bens Virtuais; Motivação Hedônica; Comportamento do Consumidor.This study has verified the costumers perception about cosmetic virtual goods purchases in online games. Cosmetic virtual goods are clothing, pets, furniture among other types of visual modifications for the avatar (the players virtual representation) or the environment he finds himself in. The study was done with 96 participants from all continents in the world. Data gathering was done through online forums and in-game League of Legends, as well as questionnaires distributed in Brazilian universities. The chosen analysis technique was content analysis. Findings have shown that consumers of these kinds of goods ate motivated by represented role and by gratification. But, there also emerged a new factor which challenges the researcher to categorize it in three possible ways, according to literature. It was observed that there is a market for cosmetic virtual good consumption, with consumers inclined to gift online friends and to obtain a feeling of happiness when acquiring this kind of good. There is also a portion which is happy into investing to support the game developer what seems to be the rise of the new category said above.Esta pesquisa verificou a percepo do comprador de bens virtuais cosmticos em jogos online. Bens virtuais cosmticos so roupas, pets, mobilirio entre outras modificaes visuais para o avatar (representao virtual do jogador) ou para o ambiente em que este se encontra. O estudo contou com 96 participantes de todos os continentes do mundo. A coleta foi realizada por meio de fruns online e dentro do jogo League of Legends, bem como questionrios distribudos em universidades brasileiras. A tcnica de anlise foi a anlise de contedo. Os resultados demonstraram que os consumidores destes bens so motivados pelo papel representado e pela gratificao. Mas tambm emergiu um novo fator que desafia o pesquisador a categoriz-lo de trs possveis formas, seguindo a literatura. Observou-se que existe um mercado de consumo para bens virtuais cosmticos, com consumidores voltados a presentear amigos online e a obter uma sensao de felicidade ao adquirir este tipo de bem. Alm disso, h uma parcela que se contenta em investir para apoiar o desenvolvedor do jogo - o que parece ser a emerso da nova categoria citada.Universidade Nove de Julho - Uninove2018-02-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionAvaliado por ParesPeer-reviewed Articleapplication/pdfhttps://periodicos.uninove.br/remark/article/view/1221610.5585/remark.v17i1.3486ReMark - Revista Brasileira de Marketing; v. 17, n. 1 (2018): Janeiro - Março; 65-792177-5184reponame:REMark - Revista Brasileira de Marketinginstname:Universidade Nove de Julho (UNINOVE)instacron:RBMporhttps://periodicos.uninove.br/remark/article/view/12216/5860Direitos autorais 2019 Revista Brasileira de Marketing – Remarkinfo:eu-repo/semantics/openAccessLeitinho, Ricardo RibeiroFarias, Josivania Silva2019-02-19T17:37:38Zoai:https://periodicos.uninove.br:article/12216Revistahttps://periodicos.uninove.br/remarkPRIhttps://periodicos.uninove.br/remark/oaiclaudiaraac@uol.com.br || admin@revistabrasileiramarketing.org || admin@revistabrasileiramarketing.org2177-51842177-5184opendoar:2019-02-19T17:37:38REMark - Revista Brasileira de Marketing - Universidade Nove de Julho (UNINOVE)false
dc.title.none.fl_str_mv Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
A Motivação Hedônica no Consumo de Bens Virtuais Cosméticos em Jogos Online
title Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
spellingShingle Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
Leitinho, Ricardo Ribeiro
Online Games; Virtual Goods; Hedonic Motivation; Consumer Behavior.
Jogos Online; Bens Virtuais; Motivação Hedônica; Comportamento do Consumidor.
title_short Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
title_full Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
title_fullStr Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
title_full_unstemmed Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
title_sort Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
author Leitinho, Ricardo Ribeiro
author_facet Leitinho, Ricardo Ribeiro
Farias, Josivania Silva
author_role author
author2 Farias, Josivania Silva
author2_role author
dc.contributor.author.fl_str_mv Leitinho, Ricardo Ribeiro
Farias, Josivania Silva
dc.subject.por.fl_str_mv Online Games; Virtual Goods; Hedonic Motivation; Consumer Behavior.
Jogos Online; Bens Virtuais; Motivação Hedônica; Comportamento do Consumidor.
topic Online Games; Virtual Goods; Hedonic Motivation; Consumer Behavior.
Jogos Online; Bens Virtuais; Motivação Hedônica; Comportamento do Consumidor.
description This study has verified the costumers perception about cosmetic virtual goods purchases in online games. Cosmetic virtual goods are clothing, pets, furniture among other types of visual modifications for the avatar (the players virtual representation) or the environment he finds himself in. The study was done with 96 participants from all continents in the world. Data gathering was done through online forums and in-game League of Legends, as well as questionnaires distributed in Brazilian universities. The chosen analysis technique was content analysis. Findings have shown that consumers of these kinds of goods ate motivated by represented role and by gratification. But, there also emerged a new factor which challenges the researcher to categorize it in three possible ways, according to literature. It was observed that there is a market for cosmetic virtual good consumption, with consumers inclined to gift online friends and to obtain a feeling of happiness when acquiring this kind of good. There is also a portion which is happy into investing to support the game developer what seems to be the rise of the new category said above.
publishDate 2018
dc.date.none.fl_str_mv 2018-02-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Avaliado por Pares
Peer-reviewed Article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.uninove.br/remark/article/view/12216
10.5585/remark.v17i1.3486
url https://periodicos.uninove.br/remark/article/view/12216
identifier_str_mv 10.5585/remark.v17i1.3486
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://periodicos.uninove.br/remark/article/view/12216/5860
dc.rights.driver.fl_str_mv Direitos autorais 2019 Revista Brasileira de Marketing – Remark
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos autorais 2019 Revista Brasileira de Marketing – Remark
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Nove de Julho - Uninove
publisher.none.fl_str_mv Universidade Nove de Julho - Uninove
dc.source.none.fl_str_mv ReMark - Revista Brasileira de Marketing; v. 17, n. 1 (2018): Janeiro - Março; 65-79
2177-5184
reponame:REMark - Revista Brasileira de Marketing
instname:Universidade Nove de Julho (UNINOVE)
instacron:RBM
instname_str Universidade Nove de Julho (UNINOVE)
instacron_str RBM
institution RBM
reponame_str REMark - Revista Brasileira de Marketing
collection REMark - Revista Brasileira de Marketing
repository.name.fl_str_mv REMark - Revista Brasileira de Marketing - Universidade Nove de Julho (UNINOVE)
repository.mail.fl_str_mv claudiaraac@uol.com.br || admin@revistabrasileiramarketing.org || admin@revistabrasileiramarketing.org
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