publication . Bachelor thesis . 2017

Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive

Rodríguez, Bruno;
Open Access English
  • Published: 01 Jan 2017
  • Publisher: Uppsala universitet, Medier och kommunikation
  • Country: Norway
Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were reviewed and a theoretical framework focused on behavioural sciences, psychology and customer culture related theories was designed to interpret the results of a quantitative...
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Video games, Virtual Items, Aesthetics, Purchase Intention, Symbolic Value, Counter Strike, Media Studies, Medievetenskap
Related Organizations
Powered by OpenAIRE Open Research Graph
Any information missing or wrong?Report an Issue