Unveiling Motivations behind Purchasing Loot Boxes: A Study on the Online Gaming Behavior toward Micro-Spending Game-Items DOI

Brian Thio,

Christian Haposan Pangaribuan

Published: Dec. 8, 2023

Given the expansion of digital economy and rapid growth online gaming industry, this study's exploration into behavioral phenomenon is timely relevant. Even though game publishers are reporting loot box earnings in hundreds millions dollars, governmental organizations still debating whether to define boxes as a form gambling so regulate them. This research investigates influence social value, emotional functional value on players' motivation purchase randomized microtransactions their intention obtain virtual goods environments. All independent variables under examination posited have positive significant effect but only one variable; had an for goods, which particular theorized play pivotal role influencing these behaviors, given its inherent ties enjoyment, immersion, personal gratification. The draws range prior studies employs robust methodological approach 121 samples provide insights matter. expected findings potential implications, not developers marketers, also policymakers, particularly those concerned with consumer protection markets.

Language: Английский

In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game DOI

Zhiyu Chen,

Bieke Zaman

Entertainment Computing, Journal Year: 2025, Volume and Issue: unknown, P. 100936 - 100936

Published: March 1, 2025

Language: Английский

Citations

0

Psychometric evaluation of the Chinese version of Risky Loot Box Index (RLI) and cross-sectional investigation among gamers of China DOI Creative Commons

Peidong Guo,

Yueheng Liu,

Lek Hor Tan

et al.

PeerJ, Journal Year: 2025, Volume and Issue: 13, P. e19164 - e19164

Published: March 25, 2025

Nowadays, many of the top-selling video games include options to purchase loot boxes as paid virtual items. As research progressed, have been found similar characteristics gambling, and there has an ongoing debate whether can be defined gambling. In order better study boxes, psychometrically meaningful scales are necessary. The Risky Loot Box Index (RLI) was developed by Brooks Clark, which is most commonly used tool assess use boxes. This aimed translate original RLI into Chinese evaluate its psychometric properties. Two samples were recruited through online gaming forums (n = 143) offline internet cafes 236). An exploratory factor analysis sample yielded a one-dimensional nine-item model, with focused on risky behaviors associated confirmatory carried out corroborated results obtained from analysis, version displays satisfactory Furthermore, Problem Gambling Severity (r 0.57, P < 0.001) Internet Gaming Disorder Scale-Short Form 0.67, significantly RLI. We also that players high scores may higher levels anxiety depression, they more willing spend money some spending nearly all their earnings. Interestingly, no significant correlations between age, gender, education, or income level, found.

Language: Английский

Citations

0

Einflüsse von Lootbox-Käufen auf die Video- und Glücksspielnutzung bei Jugendlichen: Eine Querschnittsstudie DOI

Simon Müller,

Suzanne Lischer, Oliver Hämmig

et al.

SUCHT - Zeitschrift für Wissenschaft und Praxis / Journal of Addiction Research and Practice, Journal Year: 2025, Volume and Issue: unknown

Published: April 4, 2025

Zusammenfassung: Zielsetzung: In den letzten Jahren haben Mikrotransaktionen, insbesondere Lootboxen (LB), in Videospielen an Bedeutung gewonnen. Übersichtsarbeiten mit überwiegend erwachsenen Teilnehmenden zeigen einen Zusammenhang zwischen LB-Nutzung und problematischer Videospiel- bzw. Glücksspielnutzung. Ziel unserer Arbeit war, diesen im Kanton Zürich bei einer Stichprobe von Jugendlichen Alter durchschnittlich knapp 14 zu untersuchen (Min. = 12, Max. 17, M 13.7, SD 1.0). Methodik: Die vorliegende Querschnittsstudie ist eine Sekundärdatenanalyse 1005 befragten Schülerinnen Schülern der Sekundarstufe. Datenerhebung erfolgte fünf Schulen Februar 2022 Oktober 2023. Mittels statistischer Regressionsanalysen (linear binär-logistisch) wurden Zusammenhänge untersucht dem Risky-Lootbox-Index (RLBI) problematischen Videospielnutzung, erfasst anhand „Game Addiction Scale for Adolescents“, sowie RLBI Online-Glücksspielteilnahme. Zudem Prävalenzdaten ermittelt. Ergebnisse: Subgruppe 638 mindestens wöchentlich videospielenden lag die LB-Nutzungsprävalenz rund 30 %. Rund 9 % zeigten problematische Videospielnutzung 8.5 schon Online-Glücksspielaktivitäten teilgenommen. Der Lootbox-Nutzung recht stark (standardisierter β-Koeffizient .31). Derjenige allfälligen Online-Glücksspielteilnahme ebenfalls signifikant, aber nur sehr schwach (OR 1.07; 95 KI [1.01–1.14]). Einfluss eines sozialen Gradienten bereits 7. bis 9. Klasse erkennbar, was Präventionsmaßnahmen berücksichtigt werden sollte. Schlussfolgerungen: Nutzung verbreitet einem erhöhten Risiko für Videospiel-Nutzungsstörung assoziiert. Trotz des Verbots Online-Glücksspielen Jugendliche Zugang nachweislich möglich, auf Lücken Jugendschutz hinweist. Eine Regulierung LB könnte aus Public-Health-Sicht zur Prävention psychischer Belastungen beitragen.

Citations

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How Players Make Use of Cosmetic Items in Video Games: A Persona Approach DOI
Bernadett Köles, Péter Nagy,

Gauthier Vollet

et al.

Journal of Consumer Behaviour, Journal Year: 2025, Volume and Issue: unknown

Published: April 6, 2025

ABSTRACT Ranging from purchasing single digital items through bundles to packages that contain several objects under one umbrella, microtransactions represent an increasingly popular and yet controversial business model within many video games. A particularly interesting segment of content captures those purely cosmetic esthetically oriented goods do not provide users with concrete mechanical or technical benefits but are nonetheless valued pursued by members the gaming community. Building on in‐depth interviews a group 20 active game players residing in France, present study explores variations styles preferences, motivations engage microtransactions, perceived associated consumption We identified various key player including personal achievement goals, social belonging needs, prestige seeking status signaling, pursuit novelty. In contrast idea hold value above beyond their hedonic esthetic appeal, our findings also indicate even can offer competitive advantages (e.g., becoming thinner, gaining latency time, less visible via acquiring certain clothes armors game). Through these emergent themes categories, we construct six personas representing perceptions, expectations concerning valuation microtransactions. Last, discuss how inform theory development guide decision‐making around design.

Language: Английский

Citations

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Brawl Stars Players’ Perceptions After the Removal of Loot Boxes DOI
Francisco J. Sanmartín, Judith Velasco, Fátima Cuadrado

et al.

International Journal of Human-Computer Interaction, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 10

Published: April 29, 2025

Language: Английский

Citations

0

Liens forts entre les joueurs et familiarité avec l’équipe : vers une nouvelle compréhension du comportement d’achat des joueurs de MOBA DOI
Hélène Yildiz,

Alan Reiter,

Komivi Afawubo

et al.

Recherche et Applications en Marketing (French Edition), Journal Year: 2025, Volume and Issue: unknown

Published: May 1, 2025

Alors que l’univers des jeux MOBA (Multiplayer Online Battle Arena) s’étend, la littérature sur le comportement d’achat joueurs reste à explorer. Comprendre les facteurs qui peuvent influencer l’achat d’objets virtuels permet aux éditeurs d’augmenter leurs ventes. Dans ce contexte, nous proposons un modèle conceptuel basé théories de familiarité avec l’équipe (Huckman et al., 2009) force liens (Granovetter, 1973). Nous complétons cette base par théorie susceptibilité l’influence interpersonnelle (Bearden 1989) gains motivationnels (Köhler, 1927). À travers échantillon 1278 réponses valides, notre suggère trois résultats importants. Tout d’abord, impact informationnelle, effet médiation, significativement volonté du joueur performer d’acheter objets virtuels. Ensuite, influence positivement Enfin, ces sont plus importants dans contexte forts. Ces encouragent professionnels développer interfaces permettent d’interagir davantage, renforçant ainsi sociaux.

Citations

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“Come What May”: An Interpretative Phenomenological Analysis of Disaster Survivors’ Resilience and Meaning-Making of Fatalism DOI

Nistyn Cariño Bagnas,

Annabel Hui Callos Choy

Research Square (Research Square), Journal Year: 2025, Volume and Issue: unknown

Published: May 9, 2025

Abstract Background: While psychological resilience has been established as a protective factor in the field of disaster research, gap literature presents line inquiry on survivors and implications ‘bahala na’ (fatalism) context Philippines. Purpose: The study aimed to examine lived experiences Filipino with high lower income classes. Methods: Narrative data gathered from six participants were analyzed through interpretative phenomenological analysis (IPA), supporting previous research indicating higher vulnerability impacts health hazards among individuals living disaster-prone areas. Results: findings revealed five modules Katatagan model that reflected responses survivors: Kalakasan (finding cultivating strengths), Kalooban (managing thoughts emotions), Kinabukasan (moving forward), Kapaki-pakinabang na Gawain (positive activities), Kalutasan at Kaagapay (seeking solutions support). The emergent themes also showed meaning-making processes strategies utilized by recover bounce back stronger adversity. Participant implorations suggested positive connotation towards faithful optimism face uncertainty rather than fatalistic resignation. Conclusion: From these findings, recommends further investigation managing physiological reactions following disaster, development an assessment tool for with regards disaster-related resilience. practical suggest improvements culturally-specific interventions programs be aligned better needs procedures affected natural disasters.

Language: Английский

Citations

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The Gamblification of Video Games: A Case Study on Loot Boxes DOI
Laura Soares da Silva, Lindsey A. Snaychuk, Jenna L. Vieira

et al.

Published: Jan. 1, 2025

Language: Английский

Citations

0

Examining Drivers of Urge to Purchase in Video Game Microtransactions DOI Open Access

Farza Mahendra,

Riyanto Jayadi, Erwin Halim

et al.

Journal of System and Management Sciences, Journal Year: 2024, Volume and Issue: 14(5)

Published: April 6, 2024

Video game companies can monetize their players in free-to-play and pay-to-play games.Mobile platforms alone could generate billions of dollars, where most the revenue comes from category.Players spent on free one, instead paying advance.This study analyzed variables urge to purchase for video microtransactions.A survey 166 gamers Indonesia assessed impacts hedonism, impulse buying tendency, emotions, enjoyment, risks buy.Results showed positive affect, tendency as prominent factors.Negative affect lowers urges.The findings provide granular insights gaming firms design sticky monetization strategies leveraging psychological triggers.

Language: Английский

Citations

1

Engagement in New Gambling Practices and its Association with Gambling Disorder, Impulsivity, and Cognitive Distortions: Findings from a Nationally Representative Sample of Spanish Gamblers DOI
Ainhoa Coloma‐Carmona, José Luís Carballo, Clara Sancho-Domingo

et al.

Journal of Gambling Studies, Journal Year: 2024, Volume and Issue: unknown

Published: Oct. 7, 2024

Language: Английский

Citations

1