Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods

Game design elements are major factors in gamification. In this study, we seek to examine the impact of game design elements on users’ in-game purchases of virtual goods. The purchase of virtual goods due to players’ intrinsic motivation has been studied but little is known about the purchase of vir...

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Main Authors: NAH, Fiona Fui-hoon, DAGGUBATI, Lakshmi Sushma, TARIGONDA, Amith, NUVVULA, Raghu Vinay, TUREL, Ofir
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2015
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Online Access:https://ink.library.smu.edu.sg/sis_research/9471
https://ink.library.smu.edu.sg/context/sis_research/article/10471/viewcontent/effects.pdf
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Institution: Singapore Management University
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spelling sg-smu-ink.sis_research-104712024-11-11T07:51:53Z Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods NAH, Fiona Fui-hoon DAGGUBATI, Lakshmi Sushma TARIGONDA, Amith NUVVULA, Raghu Vinay TUREL, Ofir Game design elements are major factors in gamification. In this study, we seek to examine the impact of game design elements on users’ in-game purchases of virtual goods. The purchase of virtual goods due to players’ intrinsic motivation has been studied but little is known about the purchase of virtual goods due to the use of game design elements (i.e., Points, Leaderboards and Badges) built into the games. Extending our knowledge to this realm can help researchers to better understand gamers’ behaviors, and game designers and marketers to better promote and sell virtual goods in online games. 2015-08-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/9471 info:doi/10.1007/978-3-319-20895-4_48 https://ink.library.smu.edu.sg/context/sis_research/article/10471/viewcontent/effects.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Badges Game design Gamification Leaderboards Points Virtual goods Graphics and Human Computer Interfaces Technology and Innovation
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Badges
Game design
Gamification
Leaderboards
Points
Virtual goods
Graphics and Human Computer Interfaces
Technology and Innovation
spellingShingle Badges
Game design
Gamification
Leaderboards
Points
Virtual goods
Graphics and Human Computer Interfaces
Technology and Innovation
NAH, Fiona Fui-hoon
DAGGUBATI, Lakshmi Sushma
TARIGONDA, Amith
NUVVULA, Raghu Vinay
TUREL, Ofir
Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
description Game design elements are major factors in gamification. In this study, we seek to examine the impact of game design elements on users’ in-game purchases of virtual goods. The purchase of virtual goods due to players’ intrinsic motivation has been studied but little is known about the purchase of virtual goods due to the use of game design elements (i.e., Points, Leaderboards and Badges) built into the games. Extending our knowledge to this realm can help researchers to better understand gamers’ behaviors, and game designers and marketers to better promote and sell virtual goods in online games.
format text
author NAH, Fiona Fui-hoon
DAGGUBATI, Lakshmi Sushma
TARIGONDA, Amith
NUVVULA, Raghu Vinay
TUREL, Ofir
author_facet NAH, Fiona Fui-hoon
DAGGUBATI, Lakshmi Sushma
TARIGONDA, Amith
NUVVULA, Raghu Vinay
TUREL, Ofir
author_sort NAH, Fiona Fui-hoon
title Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
title_short Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
title_full Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
title_fullStr Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
title_full_unstemmed Effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
title_sort effects of the use of points, leaderboards and badges on in-game purchases of virtual goods
publisher Institutional Knowledge at Singapore Management University
publishDate 2015
url https://ink.library.smu.edu.sg/sis_research/9471
https://ink.library.smu.edu.sg/context/sis_research/article/10471/viewcontent/effects.pdf
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