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As in-game purchases have become increasingly prevalent, growing attention has been paid to players’ impulsive in-game purchasing behavior and its potential risks. However, no measure has been specifically developed to assess impulsive in-game purchasing. This study developed and validated the Impulsive In-Game Purchasing Scale (IIGPS), drawing on the impulsive buying tendency framework and the Interaction of Person-Affect-Cognition-Execution (I-PACE) model. The study comprised exploratory and validation phases. An initial item pool was generated through an open-ended survey of 30 players. Items were subsequently selected, and the factor structure was explored in a sample of 460 players, resulting in the final 14-item IIGPS. In an independent sample of 430 players, confirmatory factor analysis supported a three-factor structure comprising cognition, affect, and cue reactivity. The total scale and its subscales demonstrated satisfactory internal consistency, test-retest reliability, and convergent, discriminant, and criterion-related validity. IIGPS scores were positively correlated with risky loot box use, internet gaming disorder, and impulsive buying tendency, and negatively correlated with self-control. The IIGPS also demonstrated strict measurement invariance across gender. Overall, the IIGPS provides a psychometrically sound measure of impulsive in-game purchasing and may facilitate research on its associated risks.
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Tian et al. (2026) studied this question.
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