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.

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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
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article

Influencing Factors in the Purchase Behavior of Virtual Items: Take "Counter-Strike: Global Offensive" as an Example

Zhe Zhang
Advances in Economics Management and Political Sciences
Simulation and Modeling Applications
article

Influencing Factors in the Purchase Behavior of Virtual Items: Take "Counter-Strike: Global Offensive" as an Example

Zhe Zhang
article en

Abstract

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.

Advances in Economics Management and Political SciencesVol. 201(1)
University of York (GB)
Openalex Percentile: Top 80%
Simulation and Modeling Applications
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