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Irrational Factors Affecting the Purchase of Online Game Items 원문보기

KSII Transactions on internet and information systems : TIIS, v.12 no.2, 2018년, pp.626 - 642  

Lee, Jongwon (Department of Digital Technology Management, Hoseo University) ,  Lee, Jemin Justin (Department of Technology and Business Administration, Yonsei University) ,  Park, Ji Min (Department of American Law, Hallym University of Graduate Studies)

Abstract AI-Helper 아이콘AI-Helper

Recently, a number of studies have drawn attention to purchasing online game items. Most of the studies are based on the assumption that consumers behave rationally. Accordingly, TRA- or value-based approaches have been mainly employed to understand the online purchases of game items. However, the p...

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문제 정의

  • For the practical implications, this study suggests that game companies should pay attention to irrational factors when developing sales strategies for game items. In light of the finding that the propensity for habitual consumption the highest effect on purchase behavior, web pages should be designed to facilitate users’ habitual purchases of game items.
  • Likewise, game item purchases occur not only under rational conditions with rational intentions, but also under irrational reasons. Therefore, this study explored both the rationality and irrationality of consumption behavior.

가설 설정

  • H1: The higher propensity for conspicuous consumption of game items will have a more positive effect on purchase behavior. Veblen maintains that the elements of conspicuous consumption are involved in buying goods [11].
  • H2: The greater propensity for impulsive consumption of game items will have a more positive effect on purchase behavior. Rook and other empirical studies have indicated that consumption can occur on impulse [28].
  • H3: The higher propensity for addictive consumption of game items will have a more positive effect on purchase behavior. Game users have a high propensity for game addiction and are willing to invest time and money [32].
  • H4: The higher propensity for habitual consumption of game items have a more positive effect on purchase behavior. Habitual buying behavior occurs frequently as a low-involvement offering [33-35].
  • H5: According to the UTAUT, the higher performance expectancy of game users for game items have a more positive effect on their purchase intention for the items.
  • H6: According to the UTAUT, the higher effort expectancy of game users for game items have a more positive effect on their purchase intention for the items.
  • H7: According to the UTAUT, the higher social influence of game users on game items have a more positive effect on their purchase intention for the items.
  • H8: According to the TRA, TAM and UTAUT, the higher purchase intention of game users towards game items have a more positive effect on their purchase behavior.
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