What Drives In-App Purchase Intention in Video Games? An Examination of Patience and the Enjoyment of Routine Tasks
2018
- 920Usage
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage920
- Abstract Views573
- Downloads347
Artifact Description
Developers of free-to-play games often depend on people’s in-app purchases. In this article, I evaluate the potential influence of patience and the enjoyment of routine tasks on in-app purchase intention. After collecting 100 completed online questionnaires about the mobile video game Clash of Clans, and applying a structural equation modeling approach, I confirmed that patience is a negative predictor of in-app purchase intention in video games. In contrast, I could not confirm a corresponding influence of the enjoyment of routine tasks on in-app purchase intention. A potential explanation for this insignificance is provided and the other finding’s practical implications as well as their limitations are discussed.
Bibliographic Details
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