To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments

With the far-reaching expansion of social media, FoMO, or the “fear of missing out,” has risen to be a pervasive social phenomenon in modern pop culture. This study extends the FoMO literature by examining the complex set of relationships that exist between the individual-level antecedents of consum...

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Main Authors: Montalbo, Gillian Maegan Rosales, Orate, Yvan Kyle Tancinco, Parrocho, Jem Rhey Benignos
Format: text
Language:English
Published: Animo Repository 2023
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Online Access:https://animorepository.dlsu.edu.ph/etdb_dsi/171
https://animorepository.dlsu.edu.ph/context/etdb_dsi/article/1169/viewcontent/To_All_The_Skins_I_ve_Bought_Before2__The_Influence_of_Consumer_ce.pdf
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Institution: De La Salle University
Language: English
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spelling oai:animorepository.dlsu.edu.ph:etdb_dsi-11692023-05-17T00:31:42Z To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments Montalbo, Gillian Maegan Rosales Orate, Yvan Kyle Tancinco Parrocho, Jem Rhey Benignos With the far-reaching expansion of social media, FoMO, or the “fear of missing out,” has risen to be a pervasive social phenomenon in modern pop culture. This study extends the FoMO literature by examining the complex set of relationships that exist between the individual-level antecedents of consumer-centric FoMO (i.e., consumer independence and consumer need for uniqueness), its underlying dimensions (i.e., desire for belonging and anxiety of isolation), and its consequences on players’ conformity and conspicuous consumption of non-functional virtual items in free-to-play games. The data were collected from 400 respondents through homogeneous purposive sampling. To analyze the research constructs, the researchers performed confirmatory factor analysis, structural equation modeling, and mediation analysis. The findings revealed that consumer need for uniqueness positively affects FoMO. In contrast with theoretical predictions, gamers’ anxiety of isolation has a positive association with the consumption consequences of FoMO due to the unique social interaction environment of free-to-play games. The researchers also found that consumer-centric FoMO fully mediated the relationship between gamers’ need for uniqueness and their conformity and conspicuous consumption of non-functional items. The operable implications of the findings were also discussed. 2023-04-24T07:00:00Z text application/pdf https://animorepository.dlsu.edu.ph/etdb_dsi/171 https://animorepository.dlsu.edu.ph/context/etdb_dsi/article/1169/viewcontent/To_All_The_Skins_I_ve_Bought_Before2__The_Influence_of_Consumer_ce.pdf Decision Sciences and Innovation Bachelor's Theses English Animo Repository Consumer behavior Fear of missing out Free-to-play games Video gamers—Psychology Applied Behavior Analysis Marketing Social and Behavioral Sciences
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Consumer behavior
Fear of missing out
Free-to-play games
Video gamers—Psychology
Applied Behavior Analysis
Marketing
Social and Behavioral Sciences
spellingShingle Consumer behavior
Fear of missing out
Free-to-play games
Video gamers—Psychology
Applied Behavior Analysis
Marketing
Social and Behavioral Sciences
Montalbo, Gillian Maegan Rosales
Orate, Yvan Kyle Tancinco
Parrocho, Jem Rhey Benignos
To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
description With the far-reaching expansion of social media, FoMO, or the “fear of missing out,” has risen to be a pervasive social phenomenon in modern pop culture. This study extends the FoMO literature by examining the complex set of relationships that exist between the individual-level antecedents of consumer-centric FoMO (i.e., consumer independence and consumer need for uniqueness), its underlying dimensions (i.e., desire for belonging and anxiety of isolation), and its consequences on players’ conformity and conspicuous consumption of non-functional virtual items in free-to-play games. The data were collected from 400 respondents through homogeneous purposive sampling. To analyze the research constructs, the researchers performed confirmatory factor analysis, structural equation modeling, and mediation analysis. The findings revealed that consumer need for uniqueness positively affects FoMO. In contrast with theoretical predictions, gamers’ anxiety of isolation has a positive association with the consumption consequences of FoMO due to the unique social interaction environment of free-to-play games. The researchers also found that consumer-centric FoMO fully mediated the relationship between gamers’ need for uniqueness and their conformity and conspicuous consumption of non-functional items. The operable implications of the findings were also discussed.
format text
author Montalbo, Gillian Maegan Rosales
Orate, Yvan Kyle Tancinco
Parrocho, Jem Rhey Benignos
author_facet Montalbo, Gillian Maegan Rosales
Orate, Yvan Kyle Tancinco
Parrocho, Jem Rhey Benignos
author_sort Montalbo, Gillian Maegan Rosales
title To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
title_short To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
title_full To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
title_fullStr To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
title_full_unstemmed To all the skins I’ve bought before: The influence of consumer-centric fear of missing out (FoMO) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
title_sort to all the skins i’ve bought before: the influence of consumer-centric fear of missing out (fomo) and its antecedents on the consumption of nonfunctional virtual items in free-to-play video game environments
publisher Animo Repository
publishDate 2023
url https://animorepository.dlsu.edu.ph/etdb_dsi/171
https://animorepository.dlsu.edu.ph/context/etdb_dsi/article/1169/viewcontent/To_All_The_Skins_I_ve_Bought_Before2__The_Influence_of_Consumer_ce.pdf
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