Microtransactions in electronic games: overview of the active player’s behaviors and motivations to consume virtual goods and services
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , |
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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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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1798325248691535872 |