Is In-Game Purchase a Guilty Pleasure? Negative Beliefs and Treatment

In-game purchases have become the dominant source of revenue for developers of digital games and are critical to the growth of the digital game industry. However, the distribution of in-game purchases among gamers is highly skewed, where a very small proportion of gamers, labeled “whales,” account for the majority of in-game purchases, and a massive proportion of non-whales spend a minuscule amount. In this study, we explore how to improve in-game purchases by examining gamers’ underlying beliefs. We postulate that compared to spending on other forms of entertainment, in-game purchases suffer from an unusual set of negative beliefs that work against such purchases. We conduct four consecutive studies related to the negative beliefs, propose an approach to mitigate their impact on in-game purchases, and explain the heterogeneous effects of the proposed approach. Specifically, in study 1, we demonstrate the existence of negative beliefs. In Study 2, we identify five key types of negative beliefs. In Study 3, we develop an approach to reduce the negativity of these beliefs and improve gamers’ positive attitudes toward in-game purchases. Lastly, in Study 4, we examine reasons behind heterogeneous results from Study 3 on different gaming platforms and using different revenue models, and design more tailored approaches to incentivize in-game purchases for pay-to-play games and gamers on console platforms. Collectively, the findings in this paper reveal a set of overlooked factors that hinder in-game purchases and introduce a low-cost, effective technique that has the potential to influence gamers’ spending behaviors. Our findings extend beyond a single-game genre or platform and offer potential benefits to the entire digital game industry.

Authors

Institutions

Publication Details

Journal
Production and Operations Management
Published
2024-12-20
DOI
https://doi.org/10.1177/10591478241310221
Citations
1
Primary Topic
Media Influence and Health
Type
article
Field-Weighted Citation Impact
3.91
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Is In-Game Purchase a Guilty Pleasure? Negative Beliefs and Treatment

Rachna Shah, Gyusuk Lee, Mei Li, Hong Guo
1 citations
Production and Operations Management
Media Influence and Health
3.91
article

Is In-Game Purchase a Guilty Pleasure? Negative Beliefs and Treatment

Rachna Shah, Gyusuk Lee, Mei Li, Hong Guo
article en
1 citations

Abstract

In-game purchases have become the dominant source of revenue for developers of digital games and are critical to the growth of the digital game industry. However, the distribution of in-game purchases among gamers is highly skewed, where a very small proportion of gamers, labeled “whales,” account for the majority of in-game purchases, and a massive proportion of non-whales spend a minuscule amount. In this study, we explore how to improve in-game purchases by examining gamers’ underlying beliefs. We postulate that compared to spending on other forms of entertainment, in-game purchases suffer from an unusual set of negative beliefs that work against such purchases. We conduct four consecutive studies related to the negative beliefs, propose an approach to mitigate their impact on in-game purchases, and explain the heterogeneous effects of the proposed approach. Specifically, in study 1, we demonstrate the existence of negative beliefs. In Study 2, we identify five key types of negative beliefs. In Study 3, we develop an approach to reduce the negativity of these beliefs and improve gamers’ positive attitudes toward in-game purchases. Lastly, in Study 4, we examine reasons behind heterogeneous results from Study 3 on different gaming platforms and using different revenue models, and design more tailored approaches to incentivize in-game purchases for pay-to-play games and gamers on console platforms. Collectively, the findings in this paper reveal a set of overlooked factors that hinder in-game purchases and introduce a low-cost, effective technique that has the potential to influence gamers’ spending behaviors. Our findings extend beyond a single-game genre or platform and offer potential benefits to the entire digital game industry.

Production and Operations ManagementVol. 34(8)
University of Minnesota (US), Data Management (Italy) (IT), Arizona State University (US), University of Oklahoma (US)
Openalex Percentile: Top 5%
Media Influence and Health
3.91
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.