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dc.contributor.authorMangeloja, Esa
dc.contributor.authorAuvinen, Tommi
dc.date.accessioned2022-07-01T10:41:13Z
dc.date.available2022-07-01T10:41:13Z
dc.date.issued2022
dc.identifier.citationMangeloja, E., & Auvinen, T. (2022). Digimaterialismi : virtuaalisten hyödykkeiden kulutusmotiivit. <i>Electronic Journal of Business Ethics and Organization Studies</i>, <i>27</i>(1), 29-38. <a href="http://ejbo.jyu.fi/pdf/ejbo_vol27_no1_pages_29-38.pdf" target="_blank">http://ejbo.jyu.fi/pdf/ejbo_vol27_no1_pages_29-38.pdf</a>
dc.identifier.otherCONVID_148811087
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/82174
dc.description.abstractPurchasing 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.en
dc.format.mimetypeapplication/pdf
dc.language.isofin
dc.publisherJyväskylän yliopisto
dc.relation.ispartofseriesElectronic Journal of Business Ethics and Organization Studies
dc.relation.urihttp://ejbo.jyu.fi/pdf/ejbo_vol27_no1_pages_29-38.pdf
dc.rightsIn Copyright
dc.titleDigimaterialismi : virtuaalisten hyödykkeiden kulutusmotiivit
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202207013773
dc.contributor.laitosKauppakorkeakoulufi
dc.contributor.laitosSchool of Business and Economicsen
dc.contributor.oppiainePäätöksentekoa tukeva taloustiede ja talouden kilpailukyky (painoala)fi
dc.contributor.oppiaineResponsible Management, Learning, Digitalization & Strategyfi
dc.contributor.oppiaineJyväskylä International Macro & Financefi
dc.contributor.oppiaineTaloustiedefi
dc.contributor.oppiaineJohtaminenfi
dc.contributor.oppiaineKestävä liiketoiminta ja talous (painoala)fi
dc.contributor.oppiaineBasic or discovery scholarshipfi
dc.contributor.oppiainePolicy-Relevant Economics and Competitiveness of Economy (focus area)en
dc.contributor.oppiaineResponsible Management, Learning, Digitalization & Strategyen
dc.contributor.oppiaineJyväskylä International Macro & Financeen
dc.contributor.oppiaineEconomicsen
dc.contributor.oppiaineManagement and Leadershipen
dc.contributor.oppiaineSustainable Business and Economy (focus area)en
dc.contributor.oppiaineBasic or discovery scholarshipen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange29-38
dc.relation.issn1239-2685
dc.relation.numberinseries1
dc.relation.volume27
dc.type.versionpublishedVersion
dc.rights.copyright© Business and Organization Ethics Network (BON), 2022
dc.rights.accesslevelopenAccessfi
dc.subject.ysovideopelit
dc.subject.ysokulutus
dc.subject.ysodigitaaliset pelit
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p8574
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
dc.rights.urlhttps://rightsstatements.org/page/InC/1.0/
dc.type.okmA1


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