Character Customization With Cosmetic Microtransactions in Games: Subjective Experience and Objective Performance

Author:

Böffel Christian,Würger Sophie,Müsseler Jochen,Schlittmeier Sabine J.

Abstract

Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one’s avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. Each participant performed this game-based task in two different conditions: With a character that was customized using a provided set of cosmetic microtransactions and with a default character. Results showed that customization increased subjective identification with the player character. However, objective performance measures were unaffected by this manipulation although the novel experimental approach provided reliable performance results. Additionally, identification was positively related to perceived competence, fun, and self-estimated performance. Implications for the design of cosmetic microtransactions and their influence on competitive gaming are discussed.

Funder

Deutsche Forschungsgemeinschaft

Publisher

Frontiers Media SA

Subject

General Psychology

Reference43 articles.

1. Serious snacking: a survival analysis of how snacking mechanics affect attrition in a mobile serious game ACM digital library;Alexandrovsky;Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems,2021

2. Repeated measures correlation.;Bakdash;Front. Psychol.,2017

3. Self-efficacy: toward a unifying theory of behavioral change.;Bandura;Psychol. Rev.,1977

4. Fostering intrinsic motivation through avatar identification in digital games;Birk;Proceedings of the 34th Annual CHI Conference on Human Factors in Computing Systems: San Jose Convention Center,2016

5. Age-based preferences and player experience;Birk;Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Chi PLAY’17,2017

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3