Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach
Abstract
:1. Introduction
1.1. Key Literature Review and Hypotheses
1.1.1. Differences in the Number of Consumers and Spending Amount
1.1.2. Character Attachment
1.1.3. Weekly Game Frequency
1.1.4. Problematic Gaming
1.1.5. Impulsive Buying Tendency
1.1.6. Game Loyalty
2. Materials and Methods
2.1. Study Design
2.2. Participants
2.3. Instruments
2.3.1. Survey
2.3.2. Interview
2.4. Analysis
2.4.1. Survey
2.4.2. Interview
3. Results
3.1. Quantitative Results
3.1.1. Differences in Number of People and Spending Amounts
3.1.2. Correlations between Purchase Behavior and Other Correlated Variables
3.1.3. Tests of the Mediating Effects
3.2. Qualitative Results
3.2.1. Theme 1: The Difference in Spending Amounts between In-Game Purchases and Derivative Product Purchases
“Spent over 3000 yuan (in the game), for my favorite characters… Ganyu’s garage kit has arrived, and some of her acrylic stands and so on. I also participated in the collaborations, and I also had a poster and a headset to collaborate with Xiaomi. Spent about 5000 yuan”.[P21]
3.2.2. Theme 2: Character Attachment and Game Purchase Intention
“Like buying Klee’s cup. In the game, I bought outfits for Keqing and summoned weapons for Eula”.[P17]
“Like, if there’s a derivative of the game that’s related to them, I’ll give it priority”.[P18]
“Yes, pull for the characters and summon the weapons for them”.[P11]
“Resources are tilted toward favorite characters”.[P14]
“Will invest more time, such as the two months already spent on Alhaitham”.[P1]
“For my favorite Raiden Shogun, I saved about 180 intertwined fates (a kind of token in the game); other characters, I could not save that much”.[P14]
“Yes, the more time and money invested, the more likely one may come to attach to them (the characters)”.[P1]
“I might consider it based on the situation to see if it can improve my gaming experience. If it does, I would prefer it”.[P7]
“I might use this character more often in the game, which could potentially deepen my fondness for it, but maybe not to such a great extent”.[P22]
3.2.3. Theme 3: The Players’ Perceived Differences between In-Game Purchases and Derivative Product Purchases
“If I buy an acrylic stand, or buy a pendant, it might have no use to me, but if I put the same amount of money into the game, it might have an intensity boost”.[P22]
“When you spend money in a game, the more money you charge, the less sense you feel. …. But, out of the game, although the delivery is slow, if you bid on a game derivative, I think it is better to spend out of the game than in the game”.[P1]
“It feels more deterministic to buy game derivatives than to spend money in games. Buying derivative products is more similar to that if I love a character, I want to touch it and have company”.[P4]
“Because some people overspend in the game, there may be some negative emotions. Buying game derivative products probably not”.[P4]
“In the game, because it is a combination of money and time, it has a sense of accomplishment. But, if it is a derivative of the game, the sense of gain comes in the first few days, and then it is gone”.[P21]
3.2.4. Theme 4: Impulsive Buying
“Absolutely yes, if I fail to get my favorite character, I’ll spend in the spur of the moment”.[P12]
“When Raiden Shogun reran, honest to say, I was impulsive. But I lost 50/50 (lost a 50.000% chance to get the promotional character) in the end”.[P15]
“I was so upset when I got Kokomi’s weapon. Then, I topped up to summon Kokomi. At that time, I did not particularly like this character, but I still summon the weapon for her”.[P13]
4. Discussion
5. Conclusions
5.1. Theoretical Implications
5.2. Practical Implications
5.3. Limitations and Future Directions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Construct | CR | Alpha | VIF |
---|---|---|---|
Character attachment | 0.914 | 0.912 | 1.139 |
Problematic gaming | 0.776 | 0.770 | 1.137 |
Game loyalty | 0.813 | 0.809 | 1.088 |
Impulse buying tendency | 0.8417 | 0.794 | 1.126 |
Group | Frequency | In-Game Purchases (Amount) | Derivative Products Purchases (Amount) | ||||
---|---|---|---|---|---|---|---|
Mean | SD | Median | Mean | SD | Median | ||
FS | 9864 | 3280.53 | 11,625.45 | 750 | 224.76 | 1344.37 | 0 |
IP | 8844 | 3658.88 | 12,221.12 | 1000 | 244.17 | 1415.99 | 0 |
DP | 3842 | 4742.36 | 15,484.27 | 1200 | 577.04 | 2106.56 | 200 |
IPO | 5242 | 2697.25 | 8666.90 | 700 | -- | -- | -- |
DPO | 240 | -- | -- | -- | 239.86 | 469.16 | 100 |
Construct | In-Game Purchases | Derivative Product Purchases | Difference | |||
---|---|---|---|---|---|---|
r | p | r | p | z | p | |
CA | 0.055 | <0.001 | 0.213 | <0.001 | −13.332 | <0.001 |
WGF | 0.183 | <0.001 | 0.030 | 0.003 | 12.849 | <0.001 |
PG | −0.006 | 0.559 | 0.007 | 0.476 | −1.081 | 0.14 |
GL | 0.040 | <0.001 | 0.106 | <0.001 | −5.510 | <0.001 |
IBT | 0.231 | <0.001 | 0.170 | <0.001 | 5.219 | <0.001 |
Variable | Indirect Effects | Difference | p | |||||||
---|---|---|---|---|---|---|---|---|---|---|
IGP | 95% CI | p | DPP | 95% CI | p | |||||
Lower | Upper | Lower | Upper | |||||||
CA | −0.006 | −0.011 | −0.001 | 0.031 | 0.010 | 0.005 | 0.014 | <0.001 | −0.016 | <0.001 |
WGF | −0.003 | −0.005 | −0.003 | 0.031 | 0.005 | 0.000 | 0.007 | <0.001 | −0.007 | <0.001 |
PG | <0.001 | −0.001 | <0.001 | 0.550 | <0.001 | −0.001 | 0.001 | 0.668 | <0.001 | 0.668 |
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An, X.; Peng, Y.; Dai, Z.; Wang, Y.; Zhou, Z.; Zeng, X. Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach. Behav. Sci. 2024, 14, 652. https://doi.org/10.3390/bs14080652
An X, Peng Y, Dai Z, Wang Y, Zhou Z, Zeng X. Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach. Behavioral Sciences. 2024; 14(8):652. https://doi.org/10.3390/bs14080652
Chicago/Turabian StyleAn, Xinyi, Yuhan Peng, Zexi Dai, Yunheng Wang, Zizhen Zhou, and Xianglong Zeng. 2024. "Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach" Behavioral Sciences 14, no. 8: 652. https://doi.org/10.3390/bs14080652
APA StyleAn, X., Peng, Y., Dai, Z., Wang, Y., Zhou, Z., & Zeng, X. (2024). Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach. Behavioral Sciences, 14(8), 652. https://doi.org/10.3390/bs14080652