The monetization model Gacha has spread from its country-of-origin Japan and become a global phenomenon. Genshin Impact, a Chinese Gacha game, is currently one of the highest grossing mobile games in the world. Despite its high revenue, Genshin Impact is free to download and play, all purchases in game are voluntary. A question can then be asked: What aspect of Genshin Impact games makes players spend money? This paper aims to answer that question through qualitative interviews with Genshin Impact players and their reasons for paying for in game items. The results show that players chose to spend money on Genshin Impact because they formed emotional attachment to content, and that the enjoyment of the game justified the money they paid. Further research can be conducted on the difference in opinion between players who pay for in game items and players who do not.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-504423 |
Date | January 2023 |
Creators | Martijn, Lisa, Khalid, Ameer |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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