Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services

Detalhes bibliográficos
Autor(a) principal: Soares Filho, Afrânio
Data de Publicação: 2023
Outros Autores: Feijó Machado, Matheus, Breval Santiago, Sandro, Araújo de Souza Júnior, Armando
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista de Administração, Sociedade e Inovação
Texto Completo: https://www.rasi.vr.uff.br/index.php/rasi/article/view/724
Resumo: The success of “freemium” monetization models has made microtransactions one of the most profitable consumer niches in the video game industry. With more than 2.5 billion gamers, this market attracts notable academic interest, as well as stimulates the creativity and daring of manufacturers interested in understanding the profiles and increasing the interest of users for items or services sold in the game. The purpose of this work was to identify, together with active users of electronic games, profiles, preferences, interests and motivations to buy items or services in the game, through microtransactions. The study was quantitative and descriptive, data were collected empirically using an online survey on the Google docs platform and the questionnaire built, adapting scales found in the literature. Treatment and analysis using descriptive, uni and multivariate statistics and the significance of the scales tested by Fisher's chi-square, relevance from 95%. Among the main results, we highlight the behavior of three groups, casuals, neutrals and whales, identified by combinations and intensities between purchased items, occasions and motivations. For part of the sample, Covid-19 pandemic intensified game’s consumption. Skins, expansions and virtual currencies are the most purchased. Promotions, reward passes and special events are the ones that most attract buyers looking for value for money or extra content. Purchases to expedite content unlocking or without knowing the rewards are unattractive. Also, they are less likely to spend for status or influence from others. They don’t admit investing to reach the best players, however, value staying among them.
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spelling Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and servicesMicrotransações em jogos eletrônicos : panorama do comportamento e motivações de jogadores ativos para o consumo de bens e serviços virtuaismarketing em jogos onlinemarketing digitalcomportamento de consumomicrotransaçõesjogos eletrônicos;Marketing DigitalMicrotransações em Jogos eletrônicosComportamento de ConsumoThe success of “freemium” monetization models has made microtransactions one of the most profitable consumer niches in the video game industry. With more than 2.5 billion gamers, this market attracts notable academic interest, as well as stimulates the creativity and daring of manufacturers interested in understanding the profiles and increasing the interest of users for items or services sold in the game. The purpose of this work was to identify, together with active users of electronic games, profiles, preferences, interests and motivations to buy items or services in the game, through microtransactions. The study was quantitative and descriptive, data were collected empirically using an online survey on the Google docs platform and the questionnaire built, adapting scales found in the literature. Treatment and analysis using descriptive, uni and multivariate statistics and the significance of the scales tested by Fisher's chi-square, relevance from 95%. Among the main results, we highlight the behavior of three groups, casuals, neutrals and whales, identified by combinations and intensities between purchased items, occasions and motivations. For part of the sample, Covid-19 pandemic intensified game’s consumption. Skins, expansions and virtual currencies are the most purchased. Promotions, reward passes and special events are the ones that most attract buyers looking for value for money or extra content. Purchases to expedite content unlocking or without knowing the rewards are unattractive. Also, they are less likely to spend for status or influence from others. They don’t admit investing to reach the best players, however, value staying among them.O sucesso dos modelos de monetização “freemium” tornou as microtransações um dos mais lucrativos nichos de consumo na indústria de videogames. Com mais de 2,5 bilhões de gamers, este mercado atrai notório interesse acadêmico, assim como estimula a criatividade e ousadia de fabricantes interessados em compreender os perfis e incrementar o interesse de usuários por itens ou serviços vendidos no jogo. A proposta deste trabalho foi identificar, junto a usuários ativos de jogos eletrônicos, perfis, preferencias, interesses e motivações para comprar itens ou serviços no jogo, através das microtransações. O estudo foi quantitativo e descritivo, os dados foram coletados empiricamente usando survey online na plataforma Google docs e o questionário construído, adaptando escalas encontradas na literatura. O tratamento e análise por meio de estatística descritiva, uni e multivariadas e as significâncias das escalas testadas pelo Qui-quadrado de Fisher, relevância a partir de 95%. Entre os principais resultados, destacam-se o comportamento de três grupos, os casuais, neutros e whales, identificados por combinações e intensidades entre os itens comprados, ocasiões e motivações. A pandemia intensificou o consumo em jogos para parte da amostra. Skins, expansões e moedas virtuais como itens mais comprados. Promoções, passes de recompensas e eventos especiais os que mais atraem compradores em busca de custo-benefício ou conteúdos-extras. Compras para agilizar desbloqueio de conteúdo ou sem conhecer as recompensas, são pouco atraentes. Também, são pouco propensos a gastar por status ou influência de outros. Não admitem investir para alcançar os melhores, porém, valorizam manter-se entre estes.Universidade Federal Fluminense, Programa de Pós-graduação em Administração (Fluminense Federal University, Master Program in Management)2023-09-13info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionPeer reviewedAvaliado pelos paresTextoapplication/pdfhttps://www.rasi.vr.uff.br/index.php/rasi/article/view/72410.20401/rasi.9.3.724Review of Administration, Society and Innovation; Vol. 9 No. 3 (2023): vol. 9. no. 3, 2023; 8-23Revista de Administração, Sociedade e Inovação; v. 9 n. 3 (2023): Set./Dez., 2023; 8-232447-8156reponame:Revista de Administração, Sociedade e Inovaçãoinstname:Universidade Federal Fluminense (UFF)instacron:UFFporhttps://www.rasi.vr.uff.br/index.php/rasi/article/view/724/196Copyright (c) 2023 Revista de Administração, Sociedade e Inovaçãohttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSoares Filho, AfrânioFeijó Machado, MatheusBreval Santiago, SandroAraújo de Souza Júnior, Armando2023-09-14T14:49:04Zoai:ojs.192.168.8.15:article/724Revistahttps://www.rasi.vr.uff.br/index.php/rasiPUBhttps://www.rasi.vr.uff.br/index.php/rasi/oaiperiodico.rasi@gmail.com || marciomabdalla@gmail.com10.204012447-81562447-8156opendoar:2023-09-14T14:49:04Revista de Administração, Sociedade e Inovação - Universidade Federal Fluminense (UFF)false
dc.title.none.fl_str_mv Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
Microtransações em jogos eletrônicos : panorama do comportamento e motivações de jogadores ativos para o consumo de bens e serviços virtuais
title Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
spellingShingle Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
Soares Filho, Afrânio
marketing em jogos online
marketing digital
comportamento de consumo
microtransações
jogos eletrônicos;
Marketing Digital
Microtransações em Jogos eletrônicos
Comportamento de Consumo
title_short Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
title_full Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
title_fullStr Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
title_full_unstemmed Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
title_sort Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
author Soares Filho, Afrânio
author_facet Soares Filho, Afrânio
Feijó Machado, Matheus
Breval Santiago, Sandro
Araújo de Souza Júnior, Armando
author_role author
author2 Feijó Machado, Matheus
Breval Santiago, Sandro
Araújo de Souza Júnior, Armando
author2_role author
author
author
dc.contributor.author.fl_str_mv Soares Filho, Afrânio
Feijó Machado, Matheus
Breval Santiago, Sandro
Araújo de Souza Júnior, Armando
dc.subject.por.fl_str_mv marketing em jogos online
marketing digital
comportamento de consumo
microtransações
jogos eletrônicos;
Marketing Digital
Microtransações em Jogos eletrônicos
Comportamento de Consumo
topic marketing em jogos online
marketing digital
comportamento de consumo
microtransações
jogos eletrônicos;
Marketing Digital
Microtransações em Jogos eletrônicos
Comportamento de Consumo
description The success of “freemium” monetization models has made microtransactions one of the most profitable consumer niches in the video game industry. With more than 2.5 billion gamers, this market attracts notable academic interest, as well as stimulates the creativity and daring of manufacturers interested in understanding the profiles and increasing the interest of users for items or services sold in the game. The purpose of this work was to identify, together with active users of electronic games, profiles, preferences, interests and motivations to buy items or services in the game, through microtransactions. The study was quantitative and descriptive, data were collected empirically using an online survey on the Google docs platform and the questionnaire built, adapting scales found in the literature. Treatment and analysis using descriptive, uni and multivariate statistics and the significance of the scales tested by Fisher's chi-square, relevance from 95%. Among the main results, we highlight the behavior of three groups, casuals, neutrals and whales, identified by combinations and intensities between purchased items, occasions and motivations. For part of the sample, Covid-19 pandemic intensified game’s consumption. Skins, expansions and virtual currencies are the most purchased. Promotions, reward passes and special events are the ones that most attract buyers looking for value for money or extra content. Purchases to expedite content unlocking or without knowing the rewards are unattractive. Also, they are less likely to spend for status or influence from others. They don’t admit investing to reach the best players, however, value staying among them.
publishDate 2023
dc.date.none.fl_str_mv 2023-09-13
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer reviewed
Avaliado pelos pares
Texto
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://www.rasi.vr.uff.br/index.php/rasi/article/view/724
10.20401/rasi.9.3.724
url https://www.rasi.vr.uff.br/index.php/rasi/article/view/724
identifier_str_mv 10.20401/rasi.9.3.724
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://www.rasi.vr.uff.br/index.php/rasi/article/view/724/196
dc.rights.driver.fl_str_mv Copyright (c) 2023 Revista de Administração, Sociedade e Inovação
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2023 Revista de Administração, Sociedade e Inovação
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal Fluminense, Programa de Pós-graduação em Administração (Fluminense Federal University, Master Program in Management)
publisher.none.fl_str_mv Universidade Federal Fluminense, Programa de Pós-graduação em Administração (Fluminense Federal University, Master Program in Management)
dc.source.none.fl_str_mv Review of Administration, Society and Innovation; Vol. 9 No. 3 (2023): vol. 9. no. 3, 2023; 8-23
Revista de Administração, Sociedade e Inovação; v. 9 n. 3 (2023): Set./Dez., 2023; 8-23
2447-8156
reponame:Revista de Administração, Sociedade e Inovação
instname:Universidade Federal Fluminense (UFF)
instacron:UFF
instname_str Universidade Federal Fluminense (UFF)
instacron_str UFF
institution UFF
reponame_str Revista de Administração, Sociedade e Inovação
collection Revista de Administração, Sociedade e Inovação
repository.name.fl_str_mv Revista de Administração, Sociedade e Inovação - Universidade Federal Fluminense (UFF)
repository.mail.fl_str_mv periodico.rasi@gmail.com || marciomabdalla@gmail.com
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