Virtual item purchasing patterns in a social game: Differences between high and low spenders

Donghee Wohn, Eun Kyung Na

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

Purchasing virtual goods, or items, is a popular practice in social games. In this study, we examined users' virtual item purchasing patterns by analyzing user behavior and virtual item sales through log data from a popular social game service in South Korea. In a dual-currency system where items could be purchased with either real money (coins) or virtual cash earned through activities (beans), we found that high spenders purchase more items with coins than beans, while low spenders invested more time and labor to purchase with beans rather than coins. Also, high spenders were buying items for decorative purposes while low spenders were buying consumable play-oriented items necessary to sustain playing the game.

Original languageEnglish (US)
Title of host publicationProceedings of the 2012 iConference
Subtitle of host publicationCulture, Design, Society, iConference 2012
Pages431-432
Number of pages2
DOIs
StatePublished - Mar 6 2012
Event2012 iConference: Culture, Design, Society, iConference 2012 - Toronto, ON, Canada
Duration: Feb 7 2012Feb 10 2012

Publication series

NameACM International Conference Proceeding Series

Other

Other2012 iConference: Culture, Design, Society, iConference 2012
CountryCanada
CityToronto, ON
Period2/7/122/10/12

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All Science Journal Classification (ASJC) codes

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

Keywords

  • avatar
  • customization
  • social game
  • space
  • spending patterns
  • virtual goods

Cite this

Wohn, D., & Na, E. K. (2012). Virtual item purchasing patterns in a social game: Differences between high and low spenders. In Proceedings of the 2012 iConference: Culture, Design, Society, iConference 2012 (pp. 431-432). (ACM International Conference Proceeding Series). https://doi.org/10.1145/2132176.2132237
Wohn, Donghee ; Na, Eun Kyung. / Virtual item purchasing patterns in a social game : Differences between high and low spenders. Proceedings of the 2012 iConference: Culture, Design, Society, iConference 2012. 2012. pp. 431-432 (ACM International Conference Proceeding Series).
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Wohn, D & Na, EK 2012, Virtual item purchasing patterns in a social game: Differences between high and low spenders. in Proceedings of the 2012 iConference: Culture, Design, Society, iConference 2012. ACM International Conference Proceeding Series, pp. 431-432, 2012 iConference: Culture, Design, Society, iConference 2012, Toronto, ON, Canada, 2/7/12. https://doi.org/10.1145/2132176.2132237

Virtual item purchasing patterns in a social game : Differences between high and low spenders. / Wohn, Donghee; Na, Eun Kyung.

Proceedings of the 2012 iConference: Culture, Design, Society, iConference 2012. 2012. p. 431-432 (ACM International Conference Proceeding Series).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Wohn D, Na EK. Virtual item purchasing patterns in a social game: Differences between high and low spenders. In Proceedings of the 2012 iConference: Culture, Design, Society, iConference 2012. 2012. p. 431-432. (ACM International Conference Proceeding Series). https://doi.org/10.1145/2132176.2132237