Proceedings of the 2022 6th International Seminar on Education, Management and Social Sciences (ISEMSS 2022)

Consumer’s Willingness to Buy In-Game Virtual Goods—The Influence of Gaming Motivation

Authors
Zhiyuan Yu1, *
1Xi’an Jiaotong Liverpool University, Suzhou, 215028, China
*Corresponding author. Email: Zhiyuan.yu21@student.xjtlu.edu.cn
Corresponding Author
Zhiyuan Yu
Available Online 29 December 2022.
DOI
10.2991/978-2-494069-31-2_302How to use a DOI?
Keywords
willingness to buy; virtual goods; game industry; gaming motivation; virtual economy
Abstract

As part of the virtual economy, the gaming industry has continued to grow in the context of the recent epidemic and has made a significant contribution to world economic growth. Therefore, the study of consumer behaviour and willingness to buy has an important role to play in the development of the virtual economy. This paper conducts a empirical study basing on Nick Yee's Gaming motivation model to examine the characteristics and differences in willingness to buy in-game virtual products across player types. As the result, the study uncovers the traits and variances in propensity to buy displayed by various player types, as well as offering a fresh theoretical viewpoint on virtual goods consumption.

Copyright
© 2022 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 2022 6th International Seminar on Education, Management and Social Sciences (ISEMSS 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
29 December 2022
ISBN
10.2991/978-2-494069-31-2_302
ISSN
2352-5398
DOI
10.2991/978-2-494069-31-2_302How to use a DOI?
Copyright
© 2022 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  - Zhiyuan Yu
PY  - 2022
DA  - 2022/12/29
TI  - Consumer’s Willingness to Buy In-Game Virtual Goods—The Influence of Gaming Motivation
BT  - Proceedings of the 2022 6th International Seminar on Education, Management and Social Sciences (ISEMSS 2022)
PB  - Atlantis Press
SP  - 2574
EP  - 2586
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-31-2_302
DO  - 10.2991/978-2-494069-31-2_302
ID  - Yu2022
ER  -