Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2020, Cilt: 7 Sayı: 1, 162 - 172, 05.02.2020

Öz

Kaynakça

  • Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., Kinnunen, J. (2014). “Free-to-Play Games: Professionals' Perspectives.” Nordic Digra 2014, Gotland, Sweden,
  • Alha, K., Koskinen, E., Paavilainen, J., ve Hamari, J. (2016). “Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. DiGRA FDG Conference, Dundee, UK
  • Bartle, R. (1996). “Hearts, clubs, diamonds, spades: Players who suit MUDs.” Journal of Mud Research, 1(1).
  • Bose, I., ve Yang, X. (2011). “Enter The Dragon: Khillwar's Foray Into The Mobile Gaming Market of China.” Communications of the Association for Information Systems, 29: 551–564.
  • Brockmann T., Stieglitz S. ve Cvetkovic A. (2015) “Prevalent Business Models For The Apple App Store.” Wirtschaftsinformatik 2015, Osnabrück, Germany.
  • Cleghorn, J. ve Griffiths, M. (2015). “Why Do Gamers Buy 'Virtual Assets'? An Insight in To The Psychology Behind Purchase Behaviour.” Digital Education Review, 27: 85-104.
  • Hamari, J., ve Lehdonvirta, V. (2010). “Game Design As Marketing: How Game Mechanics Create Demand For Virtual Goods.” International Journal of Business Science & Applied Management, 5(1), 14–29.
  • Hamari, J. (2015) “Why Do People Buy Virtual Goods? Attitude Towards Virtual Good Purchases Versus Game Enjoyment.” International Journal of Information Management, 35(3): 299-308.
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., ve Paavilainen, J. (2017). “Why Do Players Buy In-Game Content? An Empirical Study On Concrete Purchase Motivations.” Computers in Human Behavior, 68: 538–546.
  • Han, B., ve Windsor, J. (2013). “An Investigation of The Smartphone User's In-Game Purchase Intention.” International Journal of Mobile Communications, 11(6): 617-635.
  • Hsu, C. L., ve Lin, J. C. C. (2015). “What Drives Purchase İntention For Paid Mobile Apps? An Expectation Confirmation Model With Perceived Value.” Electronic Commerce Research and Applications, 14(1): 46–57.
  • Guo, Y., Barnes, S. (2009). “Virtual Item Purchase Behavior In Virtual Worlds: An Exploratory Investigation.” Electronic Commerce Research, 9: 77-96.
  • Kim, H.-W., Chan, H. C., ve Kankahalli, A. (2012). “What Motivates People To Purchase Digital Items On Virtual Community Websites? The Desire For Online Self-Presentation.” Information Systems Research, 23(4): 1232-1245.
  • Lehdonvirta, V. (2009). “Virtual Item Sales As A Revenue Model: Identifying Attributes That Drive Purchase Decisions.” Electronic Commerce Research, 9: 97-113.
  • Richardson I (2011) “The Hybrid Ontology Of Mobile Gaming.” Convergence: The International Journal of Research into New Media Technologies, 17(4): 419–430.
  • Yee, N. (2006). “Motivations For Play in Online Games.” CyberPsychology and Behavior, 9(6): 772–775.
  • İnternet Kaynakları https://www.gamingscan.com/gaming-statistics/ Erişim Tarihi: 07.01.2020

OYUN İÇİ SATIN ALIMINI ETKİLEYEN FAKTÖRLER: TÜRKİYE PAZARINA YÖNELİK KEŞİFSEL BİR ÇALIŞMA

Yıl 2020, Cilt: 7 Sayı: 1, 162 - 172, 05.02.2020

Öz

Oyun sektörü büyük hacimli ve hızla büyümekte olan bir sektördür. Oyun içi ürün satışı son yıllarda sektörün en önemli gelir kaynaklarından bir tanesi haline gelmiştir. Türkiye de büyük satış hacmi ile sektörde önemli bir yere sahiptir. Bununla birlikte oyun içi satışa yönelik akademik çalışma sayısı literatürde oldukça azdır. Türkiye pazarına yönelik olarak ise böyle bir çalışmaya rastlanamamıştır. Bu doğrultuda çalışmanın amacı Türkiye pazarında oyun içi satın alımını etkileyen faktörlerin tespit edilmesidir. Bu amaca yönelik olarak, oyun içi satın alımlarında tüketicileri motive eden sebeplere ilişkin bir soru seti hazırlanmış ve anket yöntemi ile 157 kişilik bir örnekleme uygulanmıştır. Yapılan faktör analizi sonucunda “fonksiyonellik”, “korumacılık”, “gösteriş” ve “kişiselleştirme” olmak üzere oyun içi satın alımını etkileyen dört ayrı faktör bulunmuştur.

Kaynakça

  • Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., Kinnunen, J. (2014). “Free-to-Play Games: Professionals' Perspectives.” Nordic Digra 2014, Gotland, Sweden,
  • Alha, K., Koskinen, E., Paavilainen, J., ve Hamari, J. (2016). “Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. DiGRA FDG Conference, Dundee, UK
  • Bartle, R. (1996). “Hearts, clubs, diamonds, spades: Players who suit MUDs.” Journal of Mud Research, 1(1).
  • Bose, I., ve Yang, X. (2011). “Enter The Dragon: Khillwar's Foray Into The Mobile Gaming Market of China.” Communications of the Association for Information Systems, 29: 551–564.
  • Brockmann T., Stieglitz S. ve Cvetkovic A. (2015) “Prevalent Business Models For The Apple App Store.” Wirtschaftsinformatik 2015, Osnabrück, Germany.
  • Cleghorn, J. ve Griffiths, M. (2015). “Why Do Gamers Buy 'Virtual Assets'? An Insight in To The Psychology Behind Purchase Behaviour.” Digital Education Review, 27: 85-104.
  • Hamari, J., ve Lehdonvirta, V. (2010). “Game Design As Marketing: How Game Mechanics Create Demand For Virtual Goods.” International Journal of Business Science & Applied Management, 5(1), 14–29.
  • Hamari, J. (2015) “Why Do People Buy Virtual Goods? Attitude Towards Virtual Good Purchases Versus Game Enjoyment.” International Journal of Information Management, 35(3): 299-308.
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., ve Paavilainen, J. (2017). “Why Do Players Buy In-Game Content? An Empirical Study On Concrete Purchase Motivations.” Computers in Human Behavior, 68: 538–546.
  • Han, B., ve Windsor, J. (2013). “An Investigation of The Smartphone User's In-Game Purchase Intention.” International Journal of Mobile Communications, 11(6): 617-635.
  • Hsu, C. L., ve Lin, J. C. C. (2015). “What Drives Purchase İntention For Paid Mobile Apps? An Expectation Confirmation Model With Perceived Value.” Electronic Commerce Research and Applications, 14(1): 46–57.
  • Guo, Y., Barnes, S. (2009). “Virtual Item Purchase Behavior In Virtual Worlds: An Exploratory Investigation.” Electronic Commerce Research, 9: 77-96.
  • Kim, H.-W., Chan, H. C., ve Kankahalli, A. (2012). “What Motivates People To Purchase Digital Items On Virtual Community Websites? The Desire For Online Self-Presentation.” Information Systems Research, 23(4): 1232-1245.
  • Lehdonvirta, V. (2009). “Virtual Item Sales As A Revenue Model: Identifying Attributes That Drive Purchase Decisions.” Electronic Commerce Research, 9: 97-113.
  • Richardson I (2011) “The Hybrid Ontology Of Mobile Gaming.” Convergence: The International Journal of Research into New Media Technologies, 17(4): 419–430.
  • Yee, N. (2006). “Motivations For Play in Online Games.” CyberPsychology and Behavior, 9(6): 772–775.
  • İnternet Kaynakları https://www.gamingscan.com/gaming-statistics/ Erişim Tarihi: 07.01.2020
Toplam 17 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

İbrahim Ayvaz

Yayımlanma Tarihi 5 Şubat 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 7 Sayı: 1

Kaynak Göster

APA Ayvaz, İ. (2020). OYUN İÇİ SATIN ALIMINI ETKİLEYEN FAKTÖRLER: TÜRKİYE PAZARINA YÖNELİK KEŞİFSEL BİR ÇALIŞMA. Avrasya Sosyal Ve Ekonomi Araştırmaları Dergisi, 7(1), 162-172.