TY - GEN
T1 - Buying the unreal
T2 - 3rd 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
AU - Syahrizal, Andy
AU - Purwandari, Betty
AU - Mishbah, Muhammad
AU - Dzulfikar, Muhammad Fadhil
N1 - Publisher Copyright:
© 2020 Association for Computing Machinery.
PY - 2020/1/12
Y1 - 2020/1/12
N2 - 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.
AB - 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.
KW - Purchase behavior
KW - Video games
KW - Virtual goods
KW - Virtual items
UR - http://www.scopus.com/inward/record.url?scp=85082002284&partnerID=8YFLogxK
U2 - 10.1145/3378936.3378948
DO - 10.1145/3378936.3378948
M3 - Conference contribution
AN - SCOPUS:85082002284
T3 - ACM International Conference Proceeding Series
SP - 203
EP - 209
BT - Proceedings 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
PB - Association for Computing Machinery
Y2 - 12 January 2020 through 15 January 2020
ER -