Video game companies can monetize their players in free-to-play and pay-to-play games.Mobile platforms alone could generate billions of dollars, where most of the revenue comes from the free-to-play category.Players spent most on the free one, instead of paying in advance.This study analyzed variables of urge to purchase for video game microtransactions.A survey of 166 gamers in Indonesia assessed impacts of hedonism, impulse buying tendency, emotions, enjoyment, and risks on urge to buy.Results showed hedonism, enjoyment, positive affect, and impulse buying tendency as prominent factors.Negative affect lowers urges.The findings provide granular insights for gaming firms to design sticky monetization strategies leveraging psychological triggers.
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Mahendra et al. (2024) studied this question.
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