The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games

Ben Marder, David Gattig, Emily Collins, Leyland Pitt*, Jan Kietzmann, Antonia Erz

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

45 Citations (Scopus)

Abstract

Free-to-play online games create significant revenues through sales of virtual items. The argument that the sale of items that provide a competitive advantage (functional items) fuels a pay-to-win culture has attracted developers to business models that are solely based on the sale of non-functional items (items that provide no objective competitive advantage). However, the motivations for purchasing non-functional items remain under-examined. The present study therefore provides an exploration of hedonic, social, and utilitarian motivations underpinning purchase of virtual items within the top-grossing free-to-play game League of Legends. From interviews with 32 players, a number of motivations are identified and presented. In addition, a novel finding is that motivation for purchase may not stem from the value in the item but lie in the act of purchasing itself as a means of transferring money to the developer.
Original languageEnglish
Peer-reviewed scientific journalComputers in Human Behavior
Volume91
Issue numberFebruary 2019
Pages (from-to)72-83
ISSN0747-5632
DOIs
Publication statusPublished - 2019
MoE publication typeA1 Journal article - refereed

Keywords

  • 512 Business and Management
  • virtual-items
  • motivation
  • free-to-play
  • online games
  • purchase

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