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The dependency of game engagement on microtransaction expenditure
2020 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Spelengagemangens beroende av mikrotransaktionsköp (Swedish)
Abstract [en]

The purpose of this essay was to research how players' subjective game experience was related to their microtransaction expenditure. In this essay, we chose to follow Brockmyer et al. (2009) definition of the subjective game experience. They use the term multidimensional concept “game engagement” to explain game experience. According to the authors, game engagement consists of a total of four dimensions, which are absorption, flow, presence, and immersion. Given that we followed Brockmyer et al. (2009) definition of game experience, we also chose to use their quantitative questionnaire of evaluating the subjective game experience, which is called the "Game Engagement Questionnaire". This questionnaire consists of a total of 19 questions, where each question belongs to a specific dimension in game engagement and aims to measure this dimension. In this essay, we chose to follow a quantitative research strategy. Furthermore, we decided to study people who lived in Sweden and actively played the computer game "FIFA 20 Ultimate Team", which contains microtransactions that play a larger role. The Game Engagement Questionnaire was used in combination with other questions in our online survey to evaluate the respondents' subjective game experience and their microtransaction expenditure in the game. The web survey was shared in different Swedish FIFA 20 Ultimate Team Facebook groups and with Swedish chat rooms in the live-streaming site Twitch.tv where the game was live-streamed. A total of 70 respondents answered our web survey. The survey data were exported and prepared for analysis. Our empirical data indicated that respondents who bought microtransactions generally had a higher subjective game experience compared to respondents who chose not to spend money on microtransactions. There was no significant difference in the level of flow and immersion between these two groups of respondents. However, the respondents who bought microtransactions had a higher level of flow and absorption. Our empirical findings thus indicate that players who buy microtransactions generally receive a better game experience.

Place, publisher, year, edition, pages
2020.
Keywords [en]
Microtransactions, Expenditure, Subjective game experience, Game engagement, Flow, Presence, Immersion, Absorption, FIFA 20: Ultimate Team, Revenue models
National Category
Information Systems
Identifiers
URN: urn:nbn:se:hb:diva-25441OAI: oai:DiVA.org:hb-25441DiVA, id: diva2:1556377
Subject / course
Informatics
Available from: 2021-05-24 Created: 2021-05-21 Last updated: 2021-05-24Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • harvard-cite-them-right
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf