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From freemium to premium: the roles of consumption values and game affordance

  • Le Wang
  • , Yu Gao
  • , Jie Yan
  • , Jianqun Qin
  • Xi'an Jiaotong University
  • Grenoble Ecole de Management
  • Hebei University

Research output: Contribution to journal › Article › peer-review

39 Scopus citations

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 languageEnglish
Pages (from-to)297-317
Number of pages21
JournalInformation Technology and People
Volume34
Issue number1
DOIs
StatePublished - 22 Jan 2021

Keywords

  • Consumption value theory
  • Free-to-play games
  • Game balance
  • Game fairness
  • Purchase intention

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