Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite

Lingyuan Li, Guo Freeman, D. Y. Wohn
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引用次数: 7

Abstract

This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.
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皮肤中的力量:《堡垒之夜》中自我表现、战术玩法和消费的相互作用
本文试图解释自我表现如何以及为什么会影响《堡垒之夜》的游戏内购买行为。作为世界上最受欢迎的大逃杀游戏之一,《堡垒之夜》采用免费商业模式,但通过出售皮肤和化妆品获得高额收益。通过一项在线调查(N=247),研究1探讨了《堡垒之夜》玩家的游戏模式和自我呈现的三个理论维度(可识别性、自我存在和自我表露)与实际消费行为之间的关系。研究2是一项访谈研究(N=11),进一步调查了自我呈现对玩家的影响。游戏内置购买行为。结果表明,较高的可识别性、较少的自我表露和独自玩游戏与玩家的消费金额呈正相关。此外,自我表现可能会从五个主要方面影响游戏中的消费行为:对独特性的高要求,建立自我存在的愿望,对美学的追求,作为玩法策略的地位表明,以及社区身份的突出。我们的发现不仅为在线生存游戏消费行为中细微的自我表现实践提供了新的经验证据,而且为未来设计有效游戏机制和引人入胜的游戏体验的研究提供了依据。
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