STEMM Institute Press
Science, Technology, Engineering, Management and Medicine
Research on the Virtual Item Consumption Willingness of MMORPG Players Based on the Theory of Basic Psychological Needs
DOI: https://doi.org/10.62517/jbm.202509504
Author(s)
Yueqi Wang*
Affiliation(s)
Department of Radio and Television Scriptwriting and Directing, Guangdong University of Finance & Economics, Guangzhou, China *Corresponding Author
Abstract
Based on the theory of basic psychological needs, this article deeply explores the influencing factors of players' willingness to consume virtual items in MMORPGs (Massively Multiplayer Online Role-Playing Games). By reviewing relevant literature and combining the characteristics of MMORPGs, this paper analyzes the mechanism of their influence on players' consumption willingness from three dimensions: autonomy need, competence need and relationship need, and verifies it through actual case analysis. The aim is to provide theoretical basis and practical guidance for game enterprises to understand players' consumption behavior and formulate marketing strategies.
Keywords
Basic Psychological Needs Theory; MMORPG; Virtual Props; Willingness to Consume
References
[1] Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and virtual environments, 15(3), 309-329. [2] Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006, April). " Alone together?" Exploring the social dynamics of massively multiplayer online games. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 407-416). [3] Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141. [4] Deci, E. L., & Ryan, R. M. (2008). Self-determination theory: A macrotheory of human motivation, development, and health. Canadian psychology/Psychologie canadienne, 49(3), 182. [5] Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of general psychology, 14(2), 154-166. [6] Ng, J. Y., Ntoumanis, N., Thøgersen-Ntoumani, C., Deci, E. L., Ryan, R. M., Duda, J. L., & Williams, G. C. (2012). Self-determination theory applied to health contexts: A meta-analysis. Perspectives on psychological science, 7(4), 325-340. [7] Elliot, A. J., Thrash, T. M., & Murayama, K. (2011). A longitudinal analysis of self‐regulation and well‐being: Avoidance personal goals, avoidance coping, stress generation, and subjective well‐being. Journal of personality, 79(3), 643-674. [8] Reeve, J. (2012). A self-determination theory perspective on student engagement. In Handbook of research on student engagement (pp. 149-172). Boston, MA: Springer US.
Copyright @ 2020-2035 STEMM Institute Press All Rights Reserved