IDEAS home Printed from https://ideas.repec.org/a/sae/sagope/v14y2024i3p21582440241267158.html
   My bibliography  Save this article

A Study on the Impact of Personality Traits on Behavior of Game Players Toward Spending on In-game Microtransactions

Author

Listed:
  • Qi Dai
  • Linzhang Huang
  • Hana Nagasawa
  • Masato Sawada
  • Atsushi Oshio

Abstract

This study examined how personality influences consumer behavior of electronic game players. Participants ( N  = 479) were respectively placed into four groups called microtransaction group (if they had made any in-game microtransactions, n  = 192), free-game group (if they had only played entirely free games, n  = 124), pay-to-play group (if they had only played games that needed just one-time payment upon purchase, n  = 19), and non-microtransaction group (if they had not made any in-game microtransactions although the games provided such services, n  = 144). The results indicated that the microtransaction group had higher levels of extraversion and openness than the non-microtransaction group. Additionally, the microtransaction group showed higher levels of dispositional greed and narcissism than all other groups. However, there were no significant differences in agreeableness, conscientiousness, neuroticism, or self-control among the groups. The study also found that the possibility of making in-game microtransactions decreased with age. These findings have important implications for game developers and marketers, who may use this information to tailor their products and marketing strategies to specific personality types and age groups.

Suggested Citation

  • Qi Dai & Linzhang Huang & Hana Nagasawa & Masato Sawada & Atsushi Oshio, 2024. "A Study on the Impact of Personality Traits on Behavior of Game Players Toward Spending on In-game Microtransactions," SAGE Open, , vol. 14(3), pages 21582440241, August.
  • Handle: RePEc:sae:sagope:v:14:y:2024:i:3:p:21582440241267158
    DOI: 10.1177/21582440241267158
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/21582440241267158
    Download Restriction: no

    File URL: https://libkey.io/10.1177/21582440241267158?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Hee-Woong Kim & Hock Chuan Chan & Atreyi Kankanhalli, 2012. "What Motivates People to Purchase Digital Items on Virtual Community Websites? The Desire for Online Self-Presentation," Information Systems Research, INFORMS, vol. 23(4), pages 1232-1245, December.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Wan Su & Yangchun Li & Huichuan Zhang & Tiandong Wang, 2023. "How the attributes of content distributors influence the intentions of users to pay for content shared on social media," Electronic Commerce Research, Springer, vol. 23(1), pages 407-441, March.
    2. Yu-Wei Chuang, 2020. "Why do you buy digital goods in the mobile game? The value perspective," Advances in Management and Applied Economics, SCIENPRESS Ltd, vol. 10(1), pages 1-3.
    3. Meng Zhang & Yang Gao & Minghe Sun & Datian Bi, 2020. "Influential Factors and the Realization Mechanism of Sustainable Information-Sharing in Virtual Communities from a Knowledge Fermenting Perspective," SAGE Open, , vol. 10(4), pages 21582440209, November.
    4. Soo-Hyun Jun, 2022. "Why Do People Post Photos on Instagram?," Sustainability, MDPI, vol. 14(19), pages 1-13, October.
    5. Shiau, Wen-Lung & Dwivedi, Yogesh K. & Yang, Han Suan, 2017. "Co-citation and cluster analyses of extant literature on social networks," International Journal of Information Management, Elsevier, vol. 37(5), pages 390-399.
    6. Qiulai Su & Fei Zhou & Yenchun Jim Wu, 2020. "Using Virtual Gifts on Live Streaming Platforms as a Sustainable Strategy to Stimulate Consumers’ Green Purchase Intention," Sustainability, MDPI, vol. 12(9), pages 1-15, May.
    7. Liao, Junyun & Pang, Jiecong & Dong, Xuebing, 2023. "More gain, more give? The impact of brand community value on users’ value co-creation," Journal of Retailing and Consumer Services, Elsevier, vol. 74(C).
    8. Mäntymäki, Matti & Salo, Jari, 2015. "Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption," International Journal of Information Management, Elsevier, vol. 35(1), pages 124-134.
    9. Jang, Yoon-Jung & Kim, Hee-Woong & Jung, Yoonhyuk, 2016. "A mixed methods approach to the posting of benevolent comments online," International Journal of Information Management, Elsevier, vol. 36(3), pages 414-424.
    10. Wei-Tsong Wang & Wen-Hung Chang, 2014. "A study of virtual product consumption from the expectancy disconfirmation and symbolic consumption perspectives," Information Systems Frontiers, Springer, vol. 16(5), pages 887-908, November.
    11. E. Mitchell Church & Ravi Thambusamy, 2022. "Game-swinging on Twitch: an affordances perspective," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1677-1689, September.
    12. Lee, So-Hyun & Noh, Seung-Eui & Kim, Hee-Woong, 2013. "A mixed methods approach to electronic word-of-mouth in the open-market context," International Journal of Information Management, Elsevier, vol. 33(4), pages 687-696.
    13. Hsu, Chin-Lung & Lin, Judy Chuan-Chuan, 2020. "Antecedents and gains of user participation in social media in Taiwan," Technology in Society, Elsevier, vol. 61(C).
    14. M. Awais Shakir Goraya & Zhu Jing & Mahmud Akhter Shareef & Muhammad Imran & Aneela Malik & M. Shakaib Akram, 2021. "An investigation of the drivers of social commerce and e-word-of-mouth intentions: Elucidating the role of social commerce in E-business," Electronic Markets, Springer;IIM University of St. Gallen, vol. 31(1), pages 181-195, March.
    15. Hamari, Juho, 2015. "Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment," International Journal of Information Management, Elsevier, vol. 35(3), pages 299-308.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:sagope:v:14:y:2024:i:3:p:21582440241267158. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.