Araştırma Makalesi
BibTex RIS Kaynak Göster

Motivators Affecting Pokemon Go Players' In-Game Purchase Intentions Using Microtransactions

Yıl 2025, Cilt: 25 Sayı: 1, 295 - 314, 27.03.2025
https://doi.org/10.18037/ausbd.1554425

Öz

In the last decade, gaming industry started seeing a rapid transformation from one-time charge and subscription based revenue models to freemium games with microtransactions. However, overwhelming the player base with microtransactions can lead to player frustration and resistance against the transactions, other players, and developers. Understanding the motivations behind gamers' purchases of virtual goods is crucial for game developers to tailor their offerings and increase sales, thus ensuring business sustainability. This exploratory study aims to understand the motivators influencing Pokemon GO players’ in-game purchase intentions using microtransactions. Semi-structured interviews were conducted with 28 Pokemon GO players attending the Pokemon GO Community Day event in Izmir, Türkiye. The gathered data was analyzed using deductive content analysis. The results revealed that while many motivations are similar to other games, Pokemon GO’s unique gameplay style introduced new motivations such as game/design purpose misalignment, physical access, scarcity, enjoyment expectancy, and spatial proximity/distant access. Additionally, the components of consumption value theory were found significant role player in in-game purchase decisions. Fear of Missing Out (FOMO) was also identified as a significant factor, with many players making purchases to avoid missing out on experiences, events, or exclusive Pokemon. This research is the first to explore the motivations of an augmented reality game's player base regarding microtransactions, offering new insights into player behavior and purchase intentions.

Kaynakça

  • Adji, M. N., Chua, D., Kainama, N. and Feranita, F. (2019). Consumer preference on paid game microtransaction. Journal of Research in Marketing, 10(3), 832–842. https://doi.org/10.17722/jorm.v10i3.779
  • Artz, B. and Kitcheos, A. (2016). Microtransactions: A study of consumer behavior and virtual goods/services among students at Linköping University in Sweden. [Unpublished manuscript]. Linköping University. Retrieved from https://liu.diva-portal.org/smash/record.jsf?pid=diva2%3A941477&dswid=4780
  • Barkman, S., and Mattsson, M. (2019). Microtransactions and lotteries in video games [Unpublished master's thesis]. Retrieved from https://diva-portal.org>get>FULLTEXT01
  • Böffel, C., Würger, S., Müsseler, J., and Schlittmeier, S. J. (2021). Character customization with cosmetic microtransactions in games: Subjective experience and objective performance. Frontiers in Psychology, 12, Article 770139. https://doi.org/10.3389/fpsyg.2021.770139
  • Caetano, R. G. F. (2017). Main drivers for microtransactions as impulse purchases in e-commerce (Master’s thesis, Instituto Universitário de Lisboa). Retrieved from https://repositorio.iscte-iul.pt/handle/10071/15309 Castillo, D. J. (2019). Unpacking the loot box: How gaming's latest monetization system flirts with traditional gambling methods. Santa Clara Law Review, 59, 165–208. Retrieved from https://digitalcommons.law.scu.edu/lawreview/vol59/iss1/5
  • Cleghorn, J., and Griffiths, M. D. (2015). Why do gamers buy 'virtual assets'? An insight into the psychology behind purchase behavior. Digital Education Review, 27, 85–104. Retrieved from http://greav.ub.edu/der/
  • Clement, J. (2022a, December 2). Video game market revenue worldwide in 2022, by segment. Statista. Retrieved from https://www.statista.com/statistics/292751/mobile-gaming-revenue-worldwide-device
  • Clement, J. (2022b, August 30). Annual revenue generated by Pokémon GO worldwide from 2016 to 2022. Statista. Retrieved from https://www.statista.com/statistics/882474/pokemon-go-all-time-player-spending-countries
  • Derrington, S., Star, S., and Kelly, S. J. (2021). The case for uniform loot box regulation: A new classification typology and reform agenda. Journal of Gambling Issues, 46. https://doi.org/10.4309/jgi.2021.46.1
  • Diaconu, V. I. (2015). New trends in the motivation behind buying luxury textile products. International Journal of Economic Practices & Theories, 5(5), 455–461. Retrieved from https://api.semanticscholar.org/CorpusID:59045243
  • Diaczok, M. P., and Tronier, P. (2019). An investigation of monetization strategies in AAA video games [Unpublished master’s thesis]. https://www.tuw.edu/psychology/psychology-behind-microtransactions/ Retrieved from https://research.cbs.dk/en/studentProjects/an-investigation-of-monetization-strategies-in-aaa-video-games
  • Downe‐Wamboldt, B. (1992). Content analysis: Method, applications, and issues. Health Care for Women International, 13(3), 313–325. https://doi.org/10.1080/07399339209516006
  • Duverge, G. (2016). Insert more coins: The psychology behind microtransactions. Retrieved from https://www.tuw.edu/psychology/psychology-behind-microtransactions/
  • Dykman, A. (2012, March 21). The fear of missing out. Forbes. Retrieved from http://www.forbes.com/sites/moneybuilder/2012/03/21/the-fear-of-missing-out/
  • Elo, S., and Kyngäs, H. (2008). The qualitative content analysis process. Journal of Advanced Nursing, 62(1), 107–115. https://doi.org/10.1111/j.1365-2648.2007.04569.x
  • Etikan, I., and Bala, K. (2017). Sampling and sampling methods. Biometrics & Biostatistics International Journal, 5(6), Article 00149. https://doi.org/10.15406/bbij.2017.05.00149
  • Evers, E. R., Van de Ven, N., and Weeda, D. (2015). The hidden cost of microtransactions: Buying in-game advantages in online games decreases a player’s status. International Journal of Internet Science, 10(1), 20–36. Retrieved from https://research.tilburguniversity.edu/en/publications/the-hidden-cost-of-microtransactions-buying-in-game-advantages-in
  • Farrell, G. (2021). Customer behaviour of microtransactions consumption amongst males 18-30 years of age (Master’s thesis, National College of Ireland). Retrieved from https://norma.ncirl.ie/5463/
  • Ferguson, K. (2020). An analysis of the impact of microtransactions on an online gaming community [Unpublished doctoral dissertation]. Retrieved from https://medium.com/@namandeepk26/genshin-impact-navigating-the-narrative-monetization-and-community-in-modern-gaming-024a3048928f
  • Gainsbury, S. M., King, D. L., Russell, A. M., and Delfabbro, P. (2016). Who pays to play freemium games? The profiles and motivations of players who make purchases within social casino games. Journal of Behavioral Addictions, 5(2), 221–230. https://doi.org/10.1556/2006.5.2016.031
  • Golynchev, A. (2019). Microtransactions as a way of monetization in the video game industry [Master’s thesis]. Retrieved from https://urn.fi/URN:NBN:fi:amk-2019091318467
  • Gong, M., Wagner, C., Wang, J., & Zhao, Y. C. (2024). Why do players spend money on mobile massively multiplayer online role-playing games? A Wixom and Todd framework. Information & Management, 61(8), 104049.
  • Guo, Y. U. E., and Barnes, S. J. (2012). Explaining purchasing behavior within World of Warcraft. Journal of Computer Information Systems, 52(3), 18–30. https://doi.org/10.1080/08874417.2012.11645555
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., and Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538–546. https://doi.org/10.1016/j.chb.2016.11.045
  • Hamari, J., and Keronen, L. (2017). Why do people buy virtual goods? A meta-analysis. Computers in Human Behavior, 71, 59–69. https://doi.org/10.1016/j.chb.2017.01.042
  • Hodkinson, C. (2016). “Fear of missing out” (FOMO) marketing appeals: A conceptual model. Journal of Marketing Communications, 25(1), 1–24. https://doi.org/10.1080/13527266.2016.1234504
  • Hussain, A., Ting, D. H., & Marder, B. (2024). Why premium in freemium: a hedonic shopping motivation model in virtual game retailing. Information Technology & People.
  • Iqbal, M. (2022, June 30). Pokemon GO revenue and usage statistics (2022). Business of Apps. https://www.businessofapps.com/data/pokemon-go-statistics/
  • Jarrad, A. R. (2021). Gaming disorder and microtransactions: Understanding the cognitive processes behind in-game purchases [Doctoral dissertation]. Retrieved from https://hdl.handle.net/2440/133209
  • JWT Worldwide. (2011). FOMO: JWT explores fear of missing out phenomenon. Retrieved June 18, 2023, from www.jwt.com/fomojwtexploresfearofmissingoutphenomenon/
  • Khonych, A. (2019). Ethical and legal dimensions of microtransactions in videogames [Master’s thesis]. Retrieved from https://urn.fi/URN:NBN:fi:amk-2019111120952
  • Kim, H. S., Hollingshead, S., and Wohl, M. J. (2017). Who spends money to play for free? Identifying who makes microtransactions on social casino games (and why). Journal of Gambling Studies, 33(2), 525–538. DOI: 10.1007/s10899-016-9626-6
  • King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., and Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017
  • King, D. L., Russell, A. M., Delfabbro, P. H., and Polisena, D. (2020). Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms. Addictive Behaviors, 106, Article 106311. https://doi.org/10.1016/j.addbeh.2020.106311
  • Kleinman, R. A., and Das, S. (2020). Excessive spending in a “free-to-play” smartphone game. The American Journal on Addictions, 29(6), 528–530. https://doi.org/10.1111/ajad.13049
  • Latvala, T. (2019). Elements of gambling in video game microtransactions: Loot boxes [Master’s thesis]. Retrieved from https://www.semanticscholar.org/paper/Elements-of-gambling-in-video-game-%3A-loot-boxes-Latvala/261b0bfea355c3c423b11544d1f41f97d78440a4
  • Liblik, K. C., and van Berlo, K. (2016). The business of microtransactions: What is the players' motivation for purchasing virtual items? [Unpublished thesis]. Retrieved from https://www.diva-portal.org/smash/get/diva2:937793/fulltext01.pdf
  • Ma, Y., & He, W. (2024). “Coolness” and “joy” in games: factors influencing mobile game players' willingness to make in-game purchases. Asia Pacific Journal of Marketing and Logistics.
  • McCaffrey, M. (2019). The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes. Business Horizons, 62(4), 483–495. https://doi.org/10.1016/j.bushor.2019.03.001
  • Naureen, S., & Faiz, S. Aesthetic Design and In-Game Purchases, with Considerations of Hedonic, Utilitarian, and Social Motivations. Utilitarian, and Social Motivations.
  • Neely, E. L. (2021). Come for the game, stay for the cash grab: The ethics of loot boxes, microtransactions, and freemium games. Games and Culture, 16(2), 228–247. Retrieved from https://www.researchgate.net/publication/329403049_Come_for_the_game_stay_for_the_cash_grab_the_ethics_of_loot_boxes_microtransactions_and_freemium_games
  • Okereke, W. (2020). Gamble-boxes and micro-theft-actions: Why loot boxes and microtransactions should be banned from video games. T. Marshall Law Review, 45, 57–78. Retrieved from https://heinonline.org/HOL/Page?collection=journals&handle=hein.journals/thurlr45&id=68&men_tab=srchresults
  • Palmeira, M. (2021). The interplay of microtransaction type and amount of playing in video game evaluations. Computers in Human Behavior, 115, Article 106609. https://doi.org/10.1016/j.chb.2020.106609
  • Petrovskaya, E., Deterding, S., and Zendle, D. I. (2022, April). Prevalence and salience of problematic microtransactions in top-grossing mobile and PC games: A content analysis of user reviews. In CHI Conference on Human Factors in Computing Systems (pp. 1–12).
  • Przybylski, A. K., Murayama, K., DeHaan, C. R., and Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841–1848. https://doi.org/10.1016/j.chb.2013.02.014
  • Qvick, P. (2020). Resistance against microtransactions in PC games [Master’s thesis]. Retrieved from https://jyx.jyu.fi/handle/123456789/72886
  • Sheth, J. N., Newman, B. I., and Gross, B. L. (1991). Why we buy what we buy: A theory of consumption values. Journal of Business Research, 22(2), 159–170. https://doi.org/10.1016/0148-2963(91)90050-8
  • Teng, C.-I. (2018). Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values. Decision Support Systems, 114, 49–60. https://doi.org/10.1016/j.dss.2018.08.007
  • Tomić, N. (2017). Effects of microtransactions on the video game industry. Megatrend Review, 14(3), 239–257. DOI:10.5937/MegRev1703239T
  • Tomić, N. Z. (2018). Economic model of microtransactions in video games. Journal of Economic Science Research, 1(1), 1–10. https://doi.org/10.30564/jesr.v1i1.439
  • Vimal, J., and Subramani, R. (2017). Understanding qualitative content analysis in the light of literary studies. Language in India, 17(3), 478–488. Retrieved from http://www.languageinindia.com/march2017/vimalqualitativeanalysisfinal.pdf
  • Weber, R. P. (1990). Basic content analysis. Newbury Park: Sage.
  • Wong, A. W. T. (2019). Analysis of global regulatory schemes on chance-based microtransactions. Asper Review of International Business and Trade Law, 19, 111–134. Retrieved from https://journals.library.ualberta.ca/asperreview/index.php/asperreview/article/view/222
  • Zendle, D., and Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS One, 13(11), Article e0206767. https://doi.org/10.1371/journal.pone.0206767

Pokemon Go Oyuncularının Mikroişlemleri Kullanarak Oyun İçi Satın Alma Niyetlerini Etkileyen Motivasyonları

Yıl 2025, Cilt: 25 Sayı: 1, 295 - 314, 27.03.2025
https://doi.org/10.18037/ausbd.1554425

Öz

Son on yılda, oyun endüstrisi tek seferlik ücret ve abonelik tabanlı gelir modellerinden mikroişlemlere sahip freemium oyunlara doğru bir dönüşüme uğramıştır. Ancak, oyun tabanını mikroişlemlerle boğmak, oyuncuların hayal kırıklığına uğramasına, işlemlere, diğer oyuncalara ve hatta oyun geliştiricilerine karşı direnç göstermesine sebep olabilme potansiyeline sahiptir. Oyuncuların sanal ürün satın almalarının ardındaki motivasyonları anlamak, oyun geliştiricilerinin tekliflerini kişiselleştirmeleri ve satışları artırarak iş sürdürülebilirliğini sağlamaları için çok önemlidir. Bu keşifsel çalışma, mikroişlemleri kullanarak Pokemon GO oyuncularının oyun içi satın alma niyetlerini etkileyen motivasyonları anlamayı amaçlamaktadır. Amaca yönelik olarak İzmir, Türkiye’de Pokemon GO Topluluk Günü etkinliğine katılan 28 Pokemon GO oyuncusu ile yarı yapılandırılmış görüşmeler yapılmıştır. Toplanan veriler, tümdengelimli içerik analizi yöntemiyle analiz edilmiştir. Sonuçlar, birçok motivasyonun diğer oyunlarlaa benzer olmasına rağmen, Pokemon GO'nun benzersiz oyun tarzının oyun/tasarım amacı uyumsuzluğu, fiziksel erişim, kıtlık, keyif beklentisi ve mekansal yakınlık/uzak erişim gibi yeni motivasyonlar ortaya çıkardığını ortaya koymuştur. Ek olarak, tüketim değeri teorisinin bileşenlerinin oyun içi satın alma kararlarında önemli bir rol oynadığı bulunmuştur. Kaçırma Korkusu (FOMO) da önemli bir faktör olarak tanımlanmış ve birçok oyuncunun deneyimleri, etkinlikleri veya özel Pokemon'ları kaçırmamak için satın almalar yaptığı ortaya konmuştur. Bu araştırma, artırılmış gerçeklik oyununun oyuncu tabanının mikroişlemlerle ilgili motivasyonlarını inceleyen ilk araştırma olup, oyuncu davranışı ve satın alma niyetleri hakkında yeni içgörüler sunmaktadır.

Kaynakça

  • Adji, M. N., Chua, D., Kainama, N. and Feranita, F. (2019). Consumer preference on paid game microtransaction. Journal of Research in Marketing, 10(3), 832–842. https://doi.org/10.17722/jorm.v10i3.779
  • Artz, B. and Kitcheos, A. (2016). Microtransactions: A study of consumer behavior and virtual goods/services among students at Linköping University in Sweden. [Unpublished manuscript]. Linköping University. Retrieved from https://liu.diva-portal.org/smash/record.jsf?pid=diva2%3A941477&dswid=4780
  • Barkman, S., and Mattsson, M. (2019). Microtransactions and lotteries in video games [Unpublished master's thesis]. Retrieved from https://diva-portal.org>get>FULLTEXT01
  • Böffel, C., Würger, S., Müsseler, J., and Schlittmeier, S. J. (2021). Character customization with cosmetic microtransactions in games: Subjective experience and objective performance. Frontiers in Psychology, 12, Article 770139. https://doi.org/10.3389/fpsyg.2021.770139
  • Caetano, R. G. F. (2017). Main drivers for microtransactions as impulse purchases in e-commerce (Master’s thesis, Instituto Universitário de Lisboa). Retrieved from https://repositorio.iscte-iul.pt/handle/10071/15309 Castillo, D. J. (2019). Unpacking the loot box: How gaming's latest monetization system flirts with traditional gambling methods. Santa Clara Law Review, 59, 165–208. Retrieved from https://digitalcommons.law.scu.edu/lawreview/vol59/iss1/5
  • Cleghorn, J., and Griffiths, M. D. (2015). Why do gamers buy 'virtual assets'? An insight into the psychology behind purchase behavior. Digital Education Review, 27, 85–104. Retrieved from http://greav.ub.edu/der/
  • Clement, J. (2022a, December 2). Video game market revenue worldwide in 2022, by segment. Statista. Retrieved from https://www.statista.com/statistics/292751/mobile-gaming-revenue-worldwide-device
  • Clement, J. (2022b, August 30). Annual revenue generated by Pokémon GO worldwide from 2016 to 2022. Statista. Retrieved from https://www.statista.com/statistics/882474/pokemon-go-all-time-player-spending-countries
  • Derrington, S., Star, S., and Kelly, S. J. (2021). The case for uniform loot box regulation: A new classification typology and reform agenda. Journal of Gambling Issues, 46. https://doi.org/10.4309/jgi.2021.46.1
  • Diaconu, V. I. (2015). New trends in the motivation behind buying luxury textile products. International Journal of Economic Practices & Theories, 5(5), 455–461. Retrieved from https://api.semanticscholar.org/CorpusID:59045243
  • Diaczok, M. P., and Tronier, P. (2019). An investigation of monetization strategies in AAA video games [Unpublished master’s thesis]. https://www.tuw.edu/psychology/psychology-behind-microtransactions/ Retrieved from https://research.cbs.dk/en/studentProjects/an-investigation-of-monetization-strategies-in-aaa-video-games
  • Downe‐Wamboldt, B. (1992). Content analysis: Method, applications, and issues. Health Care for Women International, 13(3), 313–325. https://doi.org/10.1080/07399339209516006
  • Duverge, G. (2016). Insert more coins: The psychology behind microtransactions. Retrieved from https://www.tuw.edu/psychology/psychology-behind-microtransactions/
  • Dykman, A. (2012, March 21). The fear of missing out. Forbes. Retrieved from http://www.forbes.com/sites/moneybuilder/2012/03/21/the-fear-of-missing-out/
  • Elo, S., and Kyngäs, H. (2008). The qualitative content analysis process. Journal of Advanced Nursing, 62(1), 107–115. https://doi.org/10.1111/j.1365-2648.2007.04569.x
  • Etikan, I., and Bala, K. (2017). Sampling and sampling methods. Biometrics & Biostatistics International Journal, 5(6), Article 00149. https://doi.org/10.15406/bbij.2017.05.00149
  • Evers, E. R., Van de Ven, N., and Weeda, D. (2015). The hidden cost of microtransactions: Buying in-game advantages in online games decreases a player’s status. International Journal of Internet Science, 10(1), 20–36. Retrieved from https://research.tilburguniversity.edu/en/publications/the-hidden-cost-of-microtransactions-buying-in-game-advantages-in
  • Farrell, G. (2021). Customer behaviour of microtransactions consumption amongst males 18-30 years of age (Master’s thesis, National College of Ireland). Retrieved from https://norma.ncirl.ie/5463/
  • Ferguson, K. (2020). An analysis of the impact of microtransactions on an online gaming community [Unpublished doctoral dissertation]. Retrieved from https://medium.com/@namandeepk26/genshin-impact-navigating-the-narrative-monetization-and-community-in-modern-gaming-024a3048928f
  • Gainsbury, S. M., King, D. L., Russell, A. M., and Delfabbro, P. (2016). Who pays to play freemium games? The profiles and motivations of players who make purchases within social casino games. Journal of Behavioral Addictions, 5(2), 221–230. https://doi.org/10.1556/2006.5.2016.031
  • Golynchev, A. (2019). Microtransactions as a way of monetization in the video game industry [Master’s thesis]. Retrieved from https://urn.fi/URN:NBN:fi:amk-2019091318467
  • Gong, M., Wagner, C., Wang, J., & Zhao, Y. C. (2024). Why do players spend money on mobile massively multiplayer online role-playing games? A Wixom and Todd framework. Information & Management, 61(8), 104049.
  • Guo, Y. U. E., and Barnes, S. J. (2012). Explaining purchasing behavior within World of Warcraft. Journal of Computer Information Systems, 52(3), 18–30. https://doi.org/10.1080/08874417.2012.11645555
  • Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., and Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538–546. https://doi.org/10.1016/j.chb.2016.11.045
  • Hamari, J., and Keronen, L. (2017). Why do people buy virtual goods? A meta-analysis. Computers in Human Behavior, 71, 59–69. https://doi.org/10.1016/j.chb.2017.01.042
  • Hodkinson, C. (2016). “Fear of missing out” (FOMO) marketing appeals: A conceptual model. Journal of Marketing Communications, 25(1), 1–24. https://doi.org/10.1080/13527266.2016.1234504
  • Hussain, A., Ting, D. H., & Marder, B. (2024). Why premium in freemium: a hedonic shopping motivation model in virtual game retailing. Information Technology & People.
  • Iqbal, M. (2022, June 30). Pokemon GO revenue and usage statistics (2022). Business of Apps. https://www.businessofapps.com/data/pokemon-go-statistics/
  • Jarrad, A. R. (2021). Gaming disorder and microtransactions: Understanding the cognitive processes behind in-game purchases [Doctoral dissertation]. Retrieved from https://hdl.handle.net/2440/133209
  • JWT Worldwide. (2011). FOMO: JWT explores fear of missing out phenomenon. Retrieved June 18, 2023, from www.jwt.com/fomojwtexploresfearofmissingoutphenomenon/
  • Khonych, A. (2019). Ethical and legal dimensions of microtransactions in videogames [Master’s thesis]. Retrieved from https://urn.fi/URN:NBN:fi:amk-2019111120952
  • Kim, H. S., Hollingshead, S., and Wohl, M. J. (2017). Who spends money to play for free? Identifying who makes microtransactions on social casino games (and why). Journal of Gambling Studies, 33(2), 525–538. DOI: 10.1007/s10899-016-9626-6
  • King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., and Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017
  • King, D. L., Russell, A. M., Delfabbro, P. H., and Polisena, D. (2020). Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms. Addictive Behaviors, 106, Article 106311. https://doi.org/10.1016/j.addbeh.2020.106311
  • Kleinman, R. A., and Das, S. (2020). Excessive spending in a “free-to-play” smartphone game. The American Journal on Addictions, 29(6), 528–530. https://doi.org/10.1111/ajad.13049
  • Latvala, T. (2019). Elements of gambling in video game microtransactions: Loot boxes [Master’s thesis]. Retrieved from https://www.semanticscholar.org/paper/Elements-of-gambling-in-video-game-%3A-loot-boxes-Latvala/261b0bfea355c3c423b11544d1f41f97d78440a4
  • Liblik, K. C., and van Berlo, K. (2016). The business of microtransactions: What is the players' motivation for purchasing virtual items? [Unpublished thesis]. Retrieved from https://www.diva-portal.org/smash/get/diva2:937793/fulltext01.pdf
  • Ma, Y., & He, W. (2024). “Coolness” and “joy” in games: factors influencing mobile game players' willingness to make in-game purchases. Asia Pacific Journal of Marketing and Logistics.
  • McCaffrey, M. (2019). The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes. Business Horizons, 62(4), 483–495. https://doi.org/10.1016/j.bushor.2019.03.001
  • Naureen, S., & Faiz, S. Aesthetic Design and In-Game Purchases, with Considerations of Hedonic, Utilitarian, and Social Motivations. Utilitarian, and Social Motivations.
  • Neely, E. L. (2021). Come for the game, stay for the cash grab: The ethics of loot boxes, microtransactions, and freemium games. Games and Culture, 16(2), 228–247. Retrieved from https://www.researchgate.net/publication/329403049_Come_for_the_game_stay_for_the_cash_grab_the_ethics_of_loot_boxes_microtransactions_and_freemium_games
  • Okereke, W. (2020). Gamble-boxes and micro-theft-actions: Why loot boxes and microtransactions should be banned from video games. T. Marshall Law Review, 45, 57–78. Retrieved from https://heinonline.org/HOL/Page?collection=journals&handle=hein.journals/thurlr45&id=68&men_tab=srchresults
  • Palmeira, M. (2021). The interplay of microtransaction type and amount of playing in video game evaluations. Computers in Human Behavior, 115, Article 106609. https://doi.org/10.1016/j.chb.2020.106609
  • Petrovskaya, E., Deterding, S., and Zendle, D. I. (2022, April). Prevalence and salience of problematic microtransactions in top-grossing mobile and PC games: A content analysis of user reviews. In CHI Conference on Human Factors in Computing Systems (pp. 1–12).
  • Przybylski, A. K., Murayama, K., DeHaan, C. R., and Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841–1848. https://doi.org/10.1016/j.chb.2013.02.014
  • Qvick, P. (2020). Resistance against microtransactions in PC games [Master’s thesis]. Retrieved from https://jyx.jyu.fi/handle/123456789/72886
  • Sheth, J. N., Newman, B. I., and Gross, B. L. (1991). Why we buy what we buy: A theory of consumption values. Journal of Business Research, 22(2), 159–170. https://doi.org/10.1016/0148-2963(91)90050-8
  • Teng, C.-I. (2018). Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values. Decision Support Systems, 114, 49–60. https://doi.org/10.1016/j.dss.2018.08.007
  • Tomić, N. (2017). Effects of microtransactions on the video game industry. Megatrend Review, 14(3), 239–257. DOI:10.5937/MegRev1703239T
  • Tomić, N. Z. (2018). Economic model of microtransactions in video games. Journal of Economic Science Research, 1(1), 1–10. https://doi.org/10.30564/jesr.v1i1.439
  • Vimal, J., and Subramani, R. (2017). Understanding qualitative content analysis in the light of literary studies. Language in India, 17(3), 478–488. Retrieved from http://www.languageinindia.com/march2017/vimalqualitativeanalysisfinal.pdf
  • Weber, R. P. (1990). Basic content analysis. Newbury Park: Sage.
  • Wong, A. W. T. (2019). Analysis of global regulatory schemes on chance-based microtransactions. Asper Review of International Business and Trade Law, 19, 111–134. Retrieved from https://journals.library.ualberta.ca/asperreview/index.php/asperreview/article/view/222
  • Zendle, D., and Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS One, 13(11), Article e0206767. https://doi.org/10.1371/journal.pone.0206767
Toplam 54 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Tüketici Davranışı
Bölüm Makaleler
Yazarlar

Burak Çetiner 0000-0003-3035-7783

Aylin Çalışkan 0000-0002-2658-2761

Erken Görünüm Tarihi 25 Mart 2025
Yayımlanma Tarihi 27 Mart 2025
Gönderilme Tarihi 22 Eylül 2024
Kabul Tarihi 19 Şubat 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 25 Sayı: 1

Kaynak Göster

APA Çetiner, B., & Çalışkan, A. (2025). Motivators Affecting Pokemon Go Players’ In-Game Purchase Intentions Using Microtransactions. Anadolu Üniversitesi Sosyal Bilimler Dergisi, 25(1), 295-314. https://doi.org/10.18037/ausbd.1554425