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Why Do People Buy Virtual Goods? Ten Attributes That Influence Item - PowerPoint PPT Presentation

Why Do People Buy Virtual Goods? Ten Attributes That Influence Item Desirability Vili Lehdonvirta Helsinki Institute for Information Technology Virtual Economy Research Network Focus on user needs? Focus on game mechanics? Focus on the


  1. Why Do People Buy Virtual Goods? Ten Attributes That Influence Item Desirability Vili Lehdonvirta Helsinki Institute for Information Technology Virtual Economy Research Network

  2. Focus on user needs?

  3. Focus on game mechanics?

  4. Focus on the virtual goods themselves ? ? ? ? ? ? ? ? ?

  5. Attribute 1: Performance Item Mean price Ice pick 23 000 +2 Ice pick 30 000 +4 Ice pick 55 000 +7 Ice pick 99 000 Ragnarok Online (2002)

  6. Attribute 2: Functionality Wing Boots Binocular With these boots, your pet will move With this Binocular AND Wing Boots, to mesos/items dropped by monsters your pet will move to mesos/items to collect them. Applies only to your dropped by monsters to collect them monster spoils if not equiped with in a wider range than solely equipping Magic Scales. Applies only with Wing Boots. combination of which items you are equiped with. (Meso Magnet, Item MapleStory (2003) Pouch) Travian (2004)

  7. Attribute 3: Visuals and sounds Second Life (2003)

  8. Attribute 4: Background fiction Uncharted Waters Online (2004)

  9. Attribute 5: Provenance Habbo (2000)

  10. Attribute 6: Customizability Lineage (1998)

  11. Attribute 7: Cultural references IRC-Galleria (2000)

  12. Attribute 8: Licenses Character Sam- Soon Kim from a Ken from TV drama Street Fighter Elf from Lineage A Korean Catwoman from supermodel the movie Cyworld (1999)

  13. Attribute 9: Rarity UO Treasures.com UO Treasures.com Ultima Online (1997)

  14. "we call him the King of Playray, because he has the super- expensive 150-coin crown" Attribute 10: Price Playray (2004)

  15. Ten virtual item attributes 1. Performance Instrumental attributes 2. Functionality 3. Visuals & sounds 4. Background fiction Hedonic attributes 5. Provenance 6. Customizability 7. Cultural references 8. Licenses Social attributes 9. Rarity 10. Price

  16. ? ? ? ? ? ? ? ? ?

  17. 322& ;2& :2& 92& 82& !"#$%&' 72& 62& 52& 42& 32& /0"1& ,"-.)(& 2& '()*$+& 3& 4& 5& !"#$%%"& 6& 7& 8& ()#*+#,"-.)'

  18. 10-dimensional design space for virtual items  All dimensions exploited?  Full spectrum?  Any gaps? 322& ;2&  Upgrade paths :2& 92& 82& available? !"#$%&' 72& 62&  Balance? 52& 42& 32& /0"1& ,"-.)(& 2& 3& '()*$+& 4& 5& !"#$%%"& 6& 7& 8& ()#*+#,"-.)'

  19. 10-dimensional design space for virtual items  All dimensions exploited?  Full spectrum?  Any gaps? 322& ;2&  Upgrade paths :2& 92& 82& available? !"#$%&' 72& 62&  Balance? 52& 42& 32& /0"1& ,"-.)(& 2& 3& '()*$+& 4& 5& !"#$%%"& 6& 7& 8& ()#*+#,"-.)' Thanks for listening! http://www.hiit.fi/~vlehdonv

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