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Why do players buy in-game items : An exploration into microtransactions and their effect on flow

Background: In the last couple years, the free to play sector in gaming has taken a rise compared to their pay to play counterparts, being able to generate up to 85% of all gaming revenue. More and more game developers have opted to change their game from a paid model to a free-to-play business model, with prominent cases being games like CS:GO and Overwatch. It all started with cosmetics and skins, but companies started to develop new ways to get players into the cycle of spending money in free-to-play games. Purpose: For this reason, the purpose of this study focuses on exploring how the purchase of microtransactions in free-to-play games impacts the way players experience flow. Similarly, we also aim to learn what happens after the initial purchase and how, by using money in this way, players can enhance the quality of their overall play time. Method: We conduct a qualitative study examining how microtransactions impact flow through conducting a set of 21 interviews with players from different platforms and games, 4 individual think aloud protocols, and various relevant reddit posts. Conclusion: Our findings build upon past research, illustrating how there are contrasting effects regarding how microtransactions impact flow. The results challenge previous flow literature, incorporating the novel view that microtransactions and the social context can also help trigger and destroy flow.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hj-60740
Date January 2023
CreatorsKarboub, Adam Christopher, Orozco Sebastian, Marc
PublisherJönköping University, Internationella Handelshögskolan
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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