当前位置: X-MOL 学术Psychology & Marketing › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Exploring the eudaimonic game experience through purchasing functional and nonfunctional items in MMORPGs
Psychology and Marketing ( IF 5.507 ) Pub Date : 2021-06-02 , DOI: 10.1002/mar.21503
Weisha Wang 1 , Haiming Hang 2
Affiliation  

The consumption of virtual items and other forms of in-game content is rapidly increasing in the Massively Multiple Player Online Role-Playing Games market. While psychological need satisfaction obtained through purchasing virtual items to achieve hedonic game experience remains at the center of the debate, most of these studies neglect the eudaimonic game experience and do not differentiate between the psychological experiences from functional items and nonfunctional items. Our research employs the eudaimonic game experience perspective to explore the psychological need satisfaction individuals achieve through purchasing functional and nonfunctional items. From interviews with 25 players, a novel finding is that, while competence, autonomy, relatedness, and purpose in life contribute to one's eudaimonic game experience, each psychological need has its own unique dimensions for different virtual product types. Competence and purpose in life are needs driven by two factors: inner-directed consumption intention, emphasizing aspiration for authenticity and personal growth; and other-directed consumption intention, focusing on motivations that elicit, for example, positive responses from others and receiving social awards. Such results are only apparent for functional items but not for nonfunctional items. In contrast, autonomy and relatedness are needs explained by one's inner-directed consumption intention, across both product types.

中文翻译:

通过购买 MMORPG 中的功能性和非功能性物品探索 eudaimonic 游戏体验

在大型多人在线角色扮演游戏市场中,虚拟物品和其他形式的游戏内内容的消费正在迅速增加。虽然通过购买虚拟物品获得享乐游戏体验获得的心理需求满足仍然是争论的中心,但这些研究大多忽略了幸福游戏体验,也没有区分功能性物品和非功能性物品的心理体验。我们的研究采用 eudaimonic 游戏体验视角来探索个人通过购买功能性和非功能性物品获得的心理需求满足。通过对 25 名玩家的采访,一个新颖的发现是,虽然能力、自主性、关联性和生活目标有助于一个人的游戏体验,对于不同的虚拟产品类型,每种心理需求都有其独特的维度。生活中的能力和目标是由两个因素驱动的需求:内向的消费意图,强调对真实性和个人成长的渴望;和其他导向的消费意图,侧重于引起他人积极反应和获得​​社会奖励等动机。这样的结果只对功能性项目明显,对非功能性项目不明显。相比之下,自主性和相关性是由一个人的内在消费意图解释的需求,跨越两种产品类型。和其他导向的消费意图,侧重于引起他人积极反应和获得​​社会奖励等动机。这样的结果只对功能性项目明显,对非功能性项目不明显。相比之下,自主性和相关性是由一个人的内在消费意图解释的需求,跨越两种产品类型。和其他导向的消费意图,侧重于引起他人积极反应和获得​​社会奖励等动机。这样的结果只对功能性项目明显,对非功能性项目不明显。相比之下,自主性和相关性是由一个人的内在消费意图解释的需求,跨越两种产品类型。
更新日期:2021-06-02
down
wechat
bug