Hedonic Motivation on Cosmetic Virtual Goods Consumption in Online Games
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Data de Publicação: | 2018 |
Outros Autores: | |
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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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 |
_version_ |
1799138643140411392 |