Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Selling in-game content has become a popular revenue model for game publishers. While prior research has investigated latent motivations as determinants of in-game content purchases, the prior literature has not focused on more concrete reasons to purchase in-game content that stem from how the games are being designed.  form an inventory of reasons (19) to buy in-game content via triangulating from analyses of top-grossing free-to-play games, from a review of existing research, and from industry expert input. These reasons re operationalized into a survey (N = 519). Firstly,  explored how these motivations converged into categories. The results indicated that the purchasing reasons converged into six dimensions: 1) Unobstructed play, 2) Social interaction, 3) Competition, 4) Economical rationale, 5) Indulging the children, and 6) Unlocking content. Secondly,  investigated the relationship beten these factors and how much players spend money on in-game content. The results revealed that the purchase motivations of unobstructed play, social interaction, and economical rationale re positively associated with how much money players spend on in-game content. The results imply that the way designers implement artificial limitations and obstacles as ll as social interaction affects how much players spend money on in-game content.
['Juho Hamari', 'Kati Alha', 'Simo Järvelä', 'J. Matias Kivikangas', 'Jonna Koivisto', 'Janne Paavilainen']
I am writing a research paper on a idea Why do players buy in-game content? An empirical study on concrete purchase motivations
[{"from": "human", "value": "I am writing a research paper on a idea Why do players buy in-game content? An empirical study on concrete purchase motivations"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Selling in-game content has become a popular revenue model for game publishers. While prior research has investigated latent motivations as determinants of in-game content purchases, the prior literature has not focused on more concrete reasons to purchase in-game content that stem from how the games are being designed.  form an inventory of reasons (19) to buy in-game content via triangulating from analyses of top-grossing free-to-play games, from a review of existing research, and from industry expert input. These reasons re operationalized into a survey (N\u00a0=\u00a0519). Firstly,  explored how these motivations converged into categories. The results indicated that the purchasing reasons converged into six dimensions: 1) Unobstructed play, 2) Social interaction, 3) Competition, 4) Economical rationale, 5) Indulging the children, and 6) Unlocking content. Secondly,  investigated the relationship beten these factors and how much players spend money on in-game content. The results revealed that the purchase motivations of unobstructed play, social interaction, and economical rationale re positively associated with how much money players spend on in-game content. The results imply that the way designers implement artificial limitations and obstacles as ll as social interaction affects how much players spend money on in-game content."}]