Abstract
Purpose: The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games. Design/methodology/approach: Drawing on the consumption value framework and affordance theory, the present study argues that in-game purchase behaviors are determined by multiple consumption values of in-game items. The perceptions of consumption values were influenced by game affordances. The model was tested, using data from an empirical survey with 2,006 free-to-play game players. Findings: Monetary, enjoyment and social values of in-game items positively predict purchase behaviors in free-to-play games. Game fairness and balance of challenges and skills significantly influence perceived enjoyment value. Research limitations/implications: The findings of this study provide operable implications to facilitate in-game consumption. The model was tested within the context of free-to-play multiplayer online battle arena (MOBA) games; however, caution is advisable when generalizing the findings to other subgenre of games. Originality/value: This study extended and thus validated the consumption value framework in the context of free-to-play MOBA games. This study explored the antecedents of consumption values from the perspective of game affordance.
| Original language | English |
|---|---|
| Pages (from-to) | 297-317 |
| Number of pages | 21 |
| Journal | Information Technology and People |
| Volume | 34 |
| Issue number | 1 |
| DOIs | |
| State | Published - 22 Jan 2021 |
Keywords
- Consumption value theory
- Free-to-play games
- Game balance
- Game fairness
- Purchase intention
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