Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival ...
summary
Survey of 215 players of free-to-play Fortnite links purchasing to identity not advantage finding younger players more likely to buy and total tenure with the game (attachment) predicting purchase likelihood while hours played does not The team measures spending in V‑bucks (1000 V‑bucks = $10) and finds two motivators via factor analysis individuality predicts higher spend while social pressure predicts lower spend and habit correlates negatively with amount spent, suggesting cosmetic uniqueness drives purchases in this battle royale context
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chapters (7)
- 0:00Introduction to study
- 2:13Why study Fortnite purchases
- 3:17Research questions and methods
- 5:24Key findings on spenders
- 7:52Digital consumption insights
- 9:20Study limitations and future work
- 9:41Q&A session
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