Is this project an undergraduate, graduate, or faculty project?
Graduate
Project Type
individual
Campus
Daytona Beach
Authors' Class Standing
William J. Shelstad, Graduate Student Barbara S. Chaparro, Faculty
Lead Presenter's Name
William J. Shelstad
Faculty Mentor Name
Barbara S. Chaparro
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Abstract
Most mobile games are free-to-play (F2P) which means that the game is free to acquire and that the player has access to the main features of the game. F2P games typically generate revenue with microtransactions, a purchase within a game to get features, virtual goods, functions, or other in-game content (Lin & Sun, 2011). Mobile games may use dark patterns, or design mechanics that can cause negative experiences to encourage players to spend money in games (Zagal, Bjork, & Lewis, 2013). This research seeks to gain a greater understanding of purchasing behavior of mobile video game players. Participants played a mobile game over a two-week period and completed daily diaries about their experience as well as purchases within the game. Qualitative feedback from participants indicated that initial impressions of the game were positive. Participants that purchased within the game they played tended to buy characters or in-game items that made characters stronger. All participants mentioned the games they played having “grinding” or completing repetitive tasks to extend the game’s duration. Outcomes of this research contribute to a greater understanding of the user experience of mobile games and how game design mechanics affect player experience and purchasing behavior.
References:
Lin, H., & Sun, C. T. (2011). Cash trade in free-to-play online games. Games and Culture, 6(3), 270-287.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.
Did this research project receive funding support (Spark, SURF, Research Abroad, Student Internal Grants, Collaborative, Climbing, or Ignite Grants) from the Office of Undergraduate Research?
Yes, Spark Grant
Gaming and Buying on the Go: Purchasing Behavior in Mobile Gaming
Most mobile games are free-to-play (F2P) which means that the game is free to acquire and that the player has access to the main features of the game. F2P games typically generate revenue with microtransactions, a purchase within a game to get features, virtual goods, functions, or other in-game content (Lin & Sun, 2011). Mobile games may use dark patterns, or design mechanics that can cause negative experiences to encourage players to spend money in games (Zagal, Bjork, & Lewis, 2013). This research seeks to gain a greater understanding of purchasing behavior of mobile video game players. Participants played a mobile game over a two-week period and completed daily diaries about their experience as well as purchases within the game. Qualitative feedback from participants indicated that initial impressions of the game were positive. Participants that purchased within the game they played tended to buy characters or in-game items that made characters stronger. All participants mentioned the games they played having “grinding” or completing repetitive tasks to extend the game’s duration. Outcomes of this research contribute to a greater understanding of the user experience of mobile games and how game design mechanics affect player experience and purchasing behavior.
References:
Lin, H., & Sun, C. T. (2011). Cash trade in free-to-play online games. Games and Culture, 6(3), 270-287.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.