Influencing Factors in the Purchase Behavior of Virtual Items: Take "Counter-Strike: Global Offensive" as an Example
This study examines the factors driving virtual item purchases in Counter-Strike: Global Offensive (CS:GO), situated within expanding virtual economies. Employing a mixed-methods approach combining case evidence, market data, and behavioral surveys, and grounded in the Theory of Consumption Values (TCV), the research reveals that cultural values fundamentally reconfigure trust-building mechanisms, with collectivist orientations increasing demand for community validation while individualist contexts heighten the premium placed on aesthetic exclusivity. Paper also identifies gender-based motivational divergence in consumption drivers, though segments converge on high investment in symbolic self-expression items. Furthermore, game design mechanicsspecifically scarcity engineering and randomized reward systemseffectively drive impulse consumption through behavioral psychology principles, demonstrating consistent cross-regional efficacy despite regulatory differences. The work contributes theoretically by extending TCV to formalize digital consumption value archetypes within virtual economies. Practically, this research proposes a global monetization framework prioritizing localized trust architecture, identity-inclusive product diversification, and neurocognitive design optimization, thereby bridging micro-behavioral analysis with macro-cultural theory to establish actionable paradigms for gaming industry strategies.
Authors
- Zhe Zhang (ORCID: https://orcid.org/0000-0003-0926-8807)
Institutions
- University of York (GB)
Publication Details
- Journal
- Advances in Economics Management and Political Sciences
- Published
- 2025-07-20
- DOI
- https://doi.org/10.54254/2754-1169/2025.ld25372
- Primary Topic
- Simulation and Modeling Applications
- Type
- article
- Field-Weighted Citation Impact
- 0.00