In this study we investigate purchase behavior for virtual goods in three free-to-play game envir... more In this study we investigate purchase behavior for virtual goods in three free-to-play game environments. In the modern free games, publishers sell virtual goods in order to generate revenue. However, game publishers face dire negative attitudes toward the business model as it can entice publishers to degrade the enjoyment of the game in order to sell more virtual goods that address the artificial gaps in the game. This study focuses on this looming question in the game industry whether people buy virtual goods because they enjoy the game and want to keep on playing it or rather because their attitudes toward virtual goods are favorable and they believe it is also accepted in the peer-group. Player responses (N = 2791) were gathered from three different game types: social virtual world (Habbo) (n = 2156), first-person shooters (n = 398), and social networking games (Facebook games) (n = 237). The results support both main hypotheses (1) enjoyment of the game reduces the willingness to buy virtual goods while at the same time it increases the willingness to play more of the game. Continued use, however, does positively predict purchase intentions for virtual goods. (2) Attitude toward virtual goods and the beliefs about peers' attitudes strongly increase the willingness to purchase virtual goods. Beyond these interesting results the paper points to several further lines of inquiry.
In recent years, technology has been increasingly harnessed for motivating and supporting people ... more In recent years, technology has been increasingly harnessed for motivating and supporting people toward various individually and collectively beneficial behaviors. One of the most popular developments in this field has been titled gamification. Gamification refers to technologies that attempt to promote intrinsic motivations toward various activities, commonly, by employing design characteristic to games. However, a dearth of empirical evidence still exists regarding why people want to use gamification services. Based on survey data gathered from the users of a gamification service, we examine the relationship between utilitarian, hedonic and social motivations and continued use intention as well as attitude toward gami-fication. The results suggest that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of gamification, while hedonic aspects have a direct positive relationship with use. Social factors are strongly associated with attitude, but show only a weak further association with the intentions to continue the use of a gamification service.
Critical acclaim is considered to be one of the main predictors of profitability of game products... more Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. The results reveal that the relationship between review ratings and profitability is even more problematic in mobile free-to-play games than in many other game categories. Games with high Metascores differ substantially from the top-grossing games, being closer to traditional single-player games than typical free-to-play games, with little emphasis on monetization mechanics.
In this paper, we investigate the impact of flow (operationalized as heightened challenge and ski... more In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N ¼ 173) of two learning games (Quantum Spectre: N ¼ 134 and Spumone: N ¼ 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
In this study we investigate purchase behavior for virtual goods in three free-to-play game envir... more In this study we investigate purchase behavior for virtual goods in three free-to-play game environments. In the modern free games, publishers sell virtual goods in order to generate revenue. However, game publishers face dire negative attitudes toward the business model as it can entice publishers to degrade the enjoyment of the game in order to sell more virtual goods that address the artificial gaps in the game. This study focuses on this looming question in the game industry whether people buy virtual goods because they enjoy the game and want to keep on playing it or rather because their attitudes toward virtual goods are favorable and they believe it is also accepted in the peer-group. Player responses (N = 2791) were gathered from three different game types: social virtual world (Habbo) (n = 2156), first-person shooters (n = 398), and social networking games (Facebook games) (n = 237). The results support both main hypotheses (1) enjoyment of the game reduces the willingness to buy virtual goods while at the same time it increases the willingness to play more of the game. Continued use, however, does positively predict purchase intentions for virtual goods. (2) Attitude toward virtual goods and the beliefs about peers' attitudes strongly increase the willingness to purchase virtual goods. Beyond these interesting results the paper points to several further lines of inquiry.
In recent years, technology has been increasingly harnessed for motivating and supporting people ... more In recent years, technology has been increasingly harnessed for motivating and supporting people toward various individually and collectively beneficial behaviors. One of the most popular developments in this field has been titled gamification. Gamification refers to technologies that attempt to promote intrinsic motivations toward various activities, commonly, by employing design characteristic to games. However, a dearth of empirical evidence still exists regarding why people want to use gamification services. Based on survey data gathered from the users of a gamification service, we examine the relationship between utilitarian, hedonic and social motivations and continued use intention as well as attitude toward gami-fication. The results suggest that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of gamification, while hedonic aspects have a direct positive relationship with use. Social factors are strongly associated with attitude, but show only a weak further association with the intentions to continue the use of a gamification service.
Critical acclaim is considered to be one of the main predictors of profitability of game products... more Critical acclaim is considered to be one of the main predictors of profitability of game products. Major game publishers face tremendous hurdles in order to fare well in different forums that review and rate their products. However, little evidence exists on the relationship between ratings and profitability beyond anecdotal assumptions. In this study we investigate the relationship between critical acclaim and commercial success in mobile free-to-play games via a mixed-method study. First we look at the correlation of reviews and profitability, and then present an exploratory qualitative inquiry, analyzing games with high Metascores and games with high grossing. The results reveal that the relationship between review ratings and profitability is even more problematic in mobile free-to-play games than in many other game categories. Games with high Metascores differ substantially from the top-grossing games, being closer to traditional single-player games than typical free-to-play games, with little emphasis on monetization mechanics.
In this paper, we investigate the impact of flow (operationalized as heightened challenge and ski... more In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N ¼ 173) of two learning games (Quantum Spectre: N ¼ 134 and Spumone: N ¼ 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
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Papers by Juho Hamari
gathered through a survey from players (N ¼ 173) of two learning games (Quantum Spectre: N ¼ 134 and Spumone: N ¼ 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
gathered through a survey from players (N ¼ 173) of two learning games (Quantum Spectre: N ¼ 134 and Spumone: N ¼ 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.