Coercive Micro-Transaction: Influence Spending Behavior among Non-Spenders, Casual Spenders, and Whales
DOI:
https://doi.org/10.54536/ajebi.v5i2.7450Keywords:
Casual Spenders, Gaming Experience, Micro-transactions, Non-spenders, Tipping Point, WhalesAbstract
The study analyzes the coercive techniques of games that drive its players into engaging different kinds of micro-transactions. It aims to understand the different gaming experience between Non-spenders, Casual Spenders, and Whales and how it affects their gameplay. The study’s objective is to also identify the players’ tipping point towards micro-transactions through exposure to prompts, limited time offers, and gaming satisfaction. The quantitative study uses Google Forms to collect data from the respondents. The questionnaire gathers information about players’ gaming experience in relation with micro-transactions and their tipping points. The study’s sampling method uses Purposive Sampling as it aims to select participants in a population as its respondents. Not much work has been done specifically to look at how monetization strategies influence or affect the way players will choose to do things within a game. This research could help all stakeholders involved in digital gaming, to promote ethical design and make educated spending decisions. Looking at how players behave when there are different types of players, this study provides insight into the aspects of fairness, satisfaction and long-term engagement.
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