Digimaterialismi : virtuaalisten hyödykkeiden kulutusmotiivit
Abstract
Purchasing motives form a well-analyzed field within the academic scrutiny of marketing and economics. Consumption occurs if purchasing a product provides value for customers. Nowadays an increasing number of commodities exchanged in the market are digital and virtual in nature. Number of people playing online video games continues to grow rapidly around the globe. Fortnite is a free-to-play video game, but players can buy various virtual items, so called “skins”, inside the game. Interestingly, those skins are purely nonfunctional items, which provide no competitive advantage for players. Nevertheless, those items are very popular and game companies generate significant revenues through sales. In our sample of active Finnish Fortnite players, the average amount of money paid for skins was over 100 euros. We analyze different motives for buying virtual non-functional skins by using tri-dimensional motivation segmentation. We find that all traditional consumption motives, hedonic, social and utilitarian are also significant drivers amongst the Finnish Fortnite players. Interestingly, we also found some signs of charitable causes as active players like to reciprocate value to the game developers.
Main Authors
Format
Articles
Research article
Published
2022
Series
Subjects
Publication in research information system
Publisher
Jyväskylän yliopisto
Original source
http://ejbo.jyu.fi/pdf/ejbo_vol27_no1_pages_29-38.pdf
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-202207013773Use this for linking
Review status
Peer reviewed
ISSN
1239-2685
Language
Finnish
Published in
EJBO - Electronic Journal of Business Ethics and Organization Studies
Citation
- Mangeloja, E., & Auvinen, T. (2022). Digimaterialismi : virtuaalisten hyödykkeiden kulutusmotiivit. Electronic Journal of Business Ethics and Organization Studies, 27(1), 29-38. http://ejbo.jyu.fi/pdf/ejbo_vol27_no1_pages_29-38.pdf
Copyright© Business and Organization Ethics Network (BON), 2022