Analysis on Digital Identity and Consumption Behavior of DOTA2 “Cloud Players”

Qian Chen, Siving Du, Haonan Yang, Xiao Gong
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Abstract

Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.
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DOTA2“云玩家”的数字身份与消费行为分析
目前关于电子用户消费行为的文献研究大多认为,游戏支付行为主要来源于游戏中的“数字身份”,而这种身份认同主要取决于用户在游戏中所花费的时间。用户花在建立数字身份上的时间越多,他们就越愿意为游戏付费。在游戏设计中,游戏公司也会关注如何通过游戏质量的提升来促进游戏用户在游戏中停留更长时间。在电子竞技兴起之后,电子游戏不再是公司和用户之间的唯一媒介。DOTA2“互动纲要”是游戏中与用户交流的一种新媒介。这个互动式纲要是在国际DOTA2锦标赛(International DOTA2 Championships,简称TI)的基础上存在的,它对不玩游戏的用户产生了付费影响。本研究以DOTA2“云玩家”群体为研究对象,通过调查分析影响其消费的主要因素,特别是游戏之外的因素,探讨用户的“数字身份”是如何保存并持续发挥作用的。这证明,即使用户不再使用游戏产品,他们也可能继续为游戏付费,甚至支付更多费用,但这需要一种新的媒介。
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