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Social Spending: An Empirical Study on Peer Pressure and Player Spending in Games

机译:社会支出:游戏中同伴压力和玩家支出的实证研究

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This study explores the relationship between a player's spending habits and peer pressure with regards to optional purchases in online multiplayer games. We hypothesized that there is a positive correlation between player spending and the number of friends the player has playing the same game. The study was conducted via a survey, collecting the information on spending habits the size of their friend lists other relevant data. We concluded that there could be a positive correlation between player spending and peer pressure in modern Multiplayer Online Battle Arena and team-based First-Person Shooter games, but more research is required, as there were limiting factors to this study. The games used in this study were League of Legends, Defense of the Ancients 2, Team Fortress 2, and Overwatch. The findings can potentially be used to design games that encourage more playing with friends and family to increase per player revenue.
机译:这项研究探讨了在线多人游戏中玩家的消费习惯与同伴压力之间关于可选购买的关系。我们假设玩家支出与玩家玩同一游戏的朋友数量之间呈正相关。该研究是通过一项调查进行的,收集了有关消费习惯的信息,他们的朋友的大小列出了其他相关数据。我们得出的结论是,在现代多人在线战斗竞技场和基于团队的“第一人称射击”游戏中,玩家花费和同伴压力之间可能存在正相关,但由于该研究存在局限性,因此需要进行更多研究。本研究中使用的游戏是《英雄联盟》,《古代防御2》,《要塞堡垒2》和《守望先锋》。这些发现可能会被用于设计鼓励更多与朋友和家人一起玩的游戏,以增加每位玩家的收入。

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