Buying the unreal: Drivers of virtual item purchase in video games

Andy Syahrizal, Betty Purwandari, Muhammad Mishbah, Muhammad Fadhil Dzulfikar

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

7 Citations (Scopus)

Abstract

In the past couple of years, video games have become one of the biggest platforms for the consumption of virtual goods. In addition to the advancement of video game markets, virtual items in gaming industries have grown significantly. There is a substantial amount of money going into the purchase of virtual items. However, most of it is spent on aesthetic virtual goods. They give a better look to the game characters, but they do not grant any direct advantages to the character owners in gameplay. Why do people buy these items? Do they want to attract more attention from other players? Hence, an investigation was conducted to address these questions. A systematic literature review was performed to identify factors that influence individuals to purchase virtual goods in video games. The analysis of selected references was mapped into two models. The first one is the stimulus-organism-response model to explain the purchase behavior. The second one is the attention, interest, desire, and action model to reflect the monetization behind the purchase. The findings improve the understanding of the driving factors to purchase a virtual item. It gives a potential contribution to the gaming industry as well as to regulators.

Original languageEnglish
Title of host publicationProceedings of the 2020 3rd International Conference on Software Engineering and Information Management, ICSIM 2020 - Workshop 2020 the 3rd International Conference on Big Data and Smart Computing, ICBDSC 2020
PublisherAssociation for Computing Machinery
Pages203-209
Number of pages7
ISBN (Electronic)9781450376907
DOIs
Publication statusPublished - 12 Jan 2020
Event3rd International Conference on Software Engineering and Information Management, ICSIM 2020 - and its Workshop 2020 the 3rd International Conference on Big Data and Smart Computing, ICBDSC 2020 - Sydney, Australia
Duration: 12 Jan 202015 Jan 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference3rd International Conference on Software Engineering and Information Management, ICSIM 2020 - and its Workshop 2020 the 3rd International Conference on Big Data and Smart Computing, ICBDSC 2020
Country/TerritoryAustralia
CitySydney
Period12/01/2015/01/20

Keywords

  • Purchase behavior
  • Video games
  • Virtual goods
  • Virtual items

Fingerprint

Dive into the research topics of 'Buying the unreal: Drivers of virtual item purchase in video games'. Together they form a unique fingerprint.

Cite this