Proceedings of the 5th International Conference on Global Innovation and Trends in Economy 2024 (INCOGITE 2024)

Examining the factors of observational learning from Genshin Impact players’ peers and player intrinsic motivation toward microtransaction purchasing behavior

Authors
Jonathan Haka1, Panji Nandiasa1, *, Ananda Mukadis1
1Swiss German University, Tangerang, Indonesia
*Corresponding author. Email: panji.mukadis@sgu.ac.id
Corresponding Author
Panji Nandiasa
Available Online 11 December 2024.
DOI
10.2991/978-94-6463-585-0_38How to use a DOI?
Keywords
peer behavior; microtransactions; Genshin Impact
Abstract

Video games have become a popular entertainment platform, storytelling medium, and lucrative business, with the industry worth $200 billion in 2022. Genshin Impact, for example, earned $119 million in April 2024. Free- to-play [F2P] and games as a service [GaaS] titles with monetization options are common, requiring constant updates to keep players engaged. Loot boxes, paid packs containing randomized in-game items, are a popular microtransaction, leading to ethical concerns about gambling-like behavior. This paper tries to offer a conceptual framework between social learning theory and player microtransaction spending behavior and aims to understand how observational learning on peer behavior and players’ own intrinsic reinforcement affect their microtransaction spending behavior, especially for children.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 5th International Conference on Global Innovation and Trends in Economy 2024 (INCOGITE 2024)
Series
Advances in Economics, Business and Management Research
Publication Date
11 December 2024
ISBN
978-94-6463-585-0
ISSN
2352-5428
DOI
10.2991/978-94-6463-585-0_38How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Jonathan Haka
AU  - Panji Nandiasa
AU  - Ananda Mukadis
PY  - 2024
DA  - 2024/12/11
TI  - Examining the factors of observational learning from Genshin Impact players’ peers and player intrinsic motivation toward microtransaction purchasing behavior
BT  - Proceedings of the 5th International Conference on Global Innovation and Trends in Economy 2024 (INCOGITE 2024)
PB  - Atlantis Press
SP  - 562
EP  - 578
SN  - 2352-5428
UR  - https://doi.org/10.2991/978-94-6463-585-0_38
DO  - 10.2991/978-94-6463-585-0_38
ID  - Haka2024
ER  -