研究生: |
張依婷 Chang, Yi-Ting |
---|---|
論文名稱: |
國小學生線上遊戲課金問題初探 A Study on the In-Game Purchase of Online Game among Primary School Students |
指導教授: |
張鳳琴
Chang, Fong-Ching |
口試委員: |
李景美
Lee, Ching-Mei 邱瓊慧 Chiu, Chiung-Hui 張鳳琴 Chang, Fong-Ching |
口試日期: | 2023/07/13 |
學位類別: |
碩士 Master |
系所名稱: |
健康促進與衛生教育學系健康促進與衛生教育碩士在職專班 Department of Health Promotion and Health Education_Continuing Education Master's Program of Health Promotion and Health Education |
論文出版年: | 2023 |
畢業學年度: | 111 |
語文別: | 中文 |
論文頁數: | 76 |
中文關鍵詞: | 國小學生 、線上遊戲 、遊戲行銷 、課金 、質性研究 |
英文關鍵詞: | primary school students, online game, in-game marketing, in-game purchase, qualitative research |
研究方法: | 半結構式訪談法 、 質性研究 |
DOI URL: | http://doi.org/10.6345/NTNU202301596 |
論文種類: | 學術論文 |
相關次數: | 點閱:152 下載:45 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
本研究旨在探討國小學生線上遊戲使用情形、遊戲行銷接觸經驗及線上遊戲課金影響。採質性研究方法,在2023年選取12位國小高年級學生進行半結構式深度訪談,研究結果如下:
一、超過半數受訪學生在低年級前開始玩線上遊戲,多數學生使用手機玩遊戲,樂於與親友、同儕共同組隊玩遊戲,但長時間玩遊戲,容易造成視力不良、睡眠不足及手、肩頸痠痛等健康影響。
二、受訪學生皆曾在YouTube及遊戲軟體內看過遊戲廣告,多能識別廣告且知道銷售意圖,但大多數對遊戲廣告感到厭煩並選擇關閉廣告,學生會依遊戲好玩程度決定是否下載。
三、受訪學生在低年級即開始課金,多因遊戲造型精緻華麗而課金,部分學生表示家人也有課金情形,少數學生表示利用零用錢偷偷課金,然家長多不知情。學生表示課金會使遊戲角色變強,除了感到開心有成就感外,還可以跟同學炫耀分享,也很容易上癮,多數學生認為課金像賭博。
本研究建議家長落實親職教育,學校推動數位行銷素養教育,政府建立線上遊戲與課金監管機制,以維護兒童身心健康。
This study explored primary school students' online gaming behaviors, exposure to in-game marketing, and the impacts of in-game purchases. Through a qualitative research approach, semi-structured in-depth interviews were conducted with twelve senior-grade primary school students in 2023. The findings were as follows:
1.Over half of the interviewed students began playing online games during their early school years. The majority utilized mobile phones for their gaming sessions. Many chose to collaborate with family, friends, and peers in their gameplay. However, engaging in extended periods of game playing posed potential health risks, such as compromised vision, sleep deprivation, and discomfort in the hands, shoulders, and neck.
2.All of the interviewed students encountered game advertisements on YouTube and within in-game applications. They were able to identify these advertisements and comprehend their promotional purposes. The majority of students found game advertisements to be bothersome and opted to close them, shaping their choice to download a game based on its attractiveness.
3.The interviewed students began making in-game purchases from a young age, often due to the games' intricate and magnificent designs. Some mentioned that their family members also made purchases within games. A few admitted to secretly using their allowances for these purchases without their parents' permission. The students expressed that purchasing in-game boosts enhanced the strength of their game characters, bringing not only joy and a sense of achievement but also the opportunity to show off to their peers. Many easily became addicted to this practice, and the majority view in-game purchasing akin to gambling.
This study suggests that parents should provide appropriate parental guidance, schools should promote digital marketing literacy education, and the government should establish regulatory mechanisms for online gaming and in-game purchases.
王怡嫻(2020)。國小六年級學童網路遊戲使用行為、網路遊戲成癮傾向與體適能表現之相關研究~以新北市林口區公立小學為例〔碩士論文〕。國立體育大學。
台灣數位媒體應用暨行銷協會(2022)。2022台灣數位行銷趨勢報告。https://drive.google.com/file/d/1Qi95OCqxRucGl2_ZYOZSMTAZfNUzU9rZ/view
邢姍姍、胥煒齡、潘慈暉(2022)。手機遊戲付費動機之研究-以博弈類為例。北商學報,(39),25-42。
林久羣(2019)。虛擬轉蛋在日本與我國法適用之比較〔碩士論文〕。銘傳大學。
林亭邑(2020)。國小學生網紅吸引力、網紅崇拜與網紅追隨行為關係之研究〔碩士論文〕。大葉大學。
周軒逸、楊彩甄(2020)。手機遊戲內影音廣告類型與廣告內容之影響。臺大管理論叢,30(3),111-143。
兒童福利聯盟(2019)。2019兒少使用社群軟體狀況調查報告。https://www.children.org.tw/publication_research/research_report/726
兒童福利聯盟(2021)。2021疫情時代下台灣兒童幸福感調查。https://www.children.org.tw/publication_research/research_report/444
陳志益、鄭永熏(2021)。國小高年級生手機遊戲涉入程度與遊戲犯罪動機之中介效果驗證。青少年犯罪防治研究期刊,13(1),37-74。
陳貞宇(2018)。孩童行動科技使用之廣告暴露與理解及家長管教研究〔碩士論文〕。國立臺灣師範大學。
陳柏程、秦琍琍(2021)。手遊中虛擬扭蛋機制與消費實踐之反思。中華傳播學刊,(40),83-114。
財團法人台灣網路資訊中心(2022)。台灣網路報告。https://www.twnic.tw/doc/twrp/202207c.pdf
彭子珊(2017)。玩家多了,卻更難賺錢?台灣遊戲業的轉型挑戰。https://www.cw.com.tw/article/5085478
楊婧、張鑑如(2021)。臺灣幼兒電子產品的使用及對幼兒發展的影響: 臺灣幼兒發展調查資料庫之運用。教育心理學報,53(2),257-284。
經濟部工業局& iWIN網路內容防護機構(2019)。108年兒少網路暨連線遊戲使用習慣調查。https://www.zxm.kh.edu.tw/Fileupload/news/2536/202002070356180.pdf
鄭雅丹(2022)。影響國小高年級學生虛擬遊戲產品購買意圖之因素探討〔碩士論文〕。國立中山大學。
魏徹(2021)。線上遊戲契約消費爭議問題之研究-以虛擬轉蛋為例〔碩士論文〕。國立臺北教育大學。
蘇郁珊(2021)。青少年數位行銷經驗初探〔碩士論文〕。國立臺灣師範大學。
KOL Radar(2021)。2021台灣遊戲產業分析與行銷洞察。https://www.kolradar.com/reports/2021-gaming-industry
Adjust. (2022). In-game advertising in mobile gaming: Benefits, strategies, and top examples. https://www.adjust.com/blog/what-is-in-game-advertising#part-2
Agante, L., & A. Pascoal. (2019). How much is “too much” for a brand to use an advergame with children?. Journal of Product & Brand Management, 28 (2), 287-299.
Akhan, C. E., & Özdemir, E. (2022). The effect of in-game product placement on attitude towards in-game advertisements and in-game purchase intention: A study on young consumers. Erciyes Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, (61), 385-406.
Amini, Z., & Heidary, B. S. (2020). What components of adolescents’ responsibility are effective in preventing addiction? Advanced Biomedical Research, 9(2), 1-6
An, S., Jin, H. S., & Park, E. H. (2014). Children's advertising literacy for advergames: Perception of the game as advertising. Journal of Advertising, 43(1), 63-72.
Asurion. (2022). The New Normal: Phone Use is Up Nearly 4-Fold Since 2019, According to Tech Care Company Asurion. https://www.asurion.com/connect/news/tech-usage/
Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238-246.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
Batmaz, H., & Celik, E. (2021). Examining the Online Game Addiction Level in terms of Sensation Seeking and Loneliness in University Students. Addicta: The Turkish Journal on Addictions, 8(2), 126-131.
Beranuy, M., Machimbarrena, J. M., Vega-Osés, M. A., Carbonell, X., Griffiths, M. D., Pontes, H. M., & González-Cabrera, J. (2020). Spanish validation of the internet gaming disorder scale–short form (IGDS9-SF): Prevalence and relationship with online gambling and quality of life. International Journal of Environmental Research and Public Health, 17(5), 1562.
Boerman, S. C., & Van Reijmersdal, E. A. (2020). Disclosing influencer marketing on YouTube to children: The moderating role of para-social relationship. Frontiers in Psychology, 10, 3042
Bolat, G. Ü., Çelik, D., Özgül, S., & Ercan, E. S. (2021). Psychiatric correlates of internet gaming disorder in children. Addicta: The Turkish Journal on Addictions, 8(1), 45-50.
Bowman, N. D., Schultheiss, D., & Schumann, C. (2012). ‘‘I’m attached, and I’m a good guy/gal!’’: How character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games. CyberPsychology, Behavior and Social Networking, 15(3), 169-174.
Brady, A., & Prentice, G. (2021). Are loot boxes addictive? Analyzing participant’s physiological arousal while opening a loot box. Games and Culture, 16(4), 419-433.
Brewer, A. (2020). The Hunt for Loot: Proposed solutions to more effectively regulate addictive gambling mechanics in video games. Journal of Law & Policy, 29, 158-201.
BrightChamps. (2022). Popular Video Game Genres for Kids in 2022. https://brightchamps.com/blog/video-game-genre/
Callens, H. (2020). Kidfluencer marketing in the video game industry. Interactive Entertainment Law Review, 3(1), 44-54.
Calvert, S. L. (2008). Children as consumers: advertising and marketing. The Future of Children, 18(1), 205-234.
Carey, P. A. K., Delfabbro, P., & King, D. (2022). An evaluation of gaming-related harms in relation to gaming disorder and loot box involvement. International Journal of Mental Health and Addiction, 20(5), 2906-2921.
Catalán, S., Martínez, E., & Wallace, E. (2019). The role of flow for mobile advergaming effectiveness. Online Information Review, 43(7), 1228-1244.
Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.
Chen, C., & Fang, Z. (2023). Gacha Game Analysis and Design. Proc. ACM Meas. Anal. Comput. Syst., 7(1), 1-45.
Chen, H., & Chen, H. (2020). Understanding the relationship between online self-image expression and purchase intention in SNS games: A moderated mediation investigation. Computers in Human Behavior, 112, 106477.
Chen, V., Rasyidhy, F. A., Son, L., Fransisco, L., & Setiawan, R. A. (2023). Factors That Affect A College Student's In-Game Purchase in Batam City. Jurnal Teknik Informatika dan Sistem Informasi, 10(2), 562-569.
Chih, W. H., Hsu, L. C., & Liou, D. K. (2017). Understanding virtual community members’ relationships from individual, group, and social influence perspectives. Industrial Management & Data Systems, 117(6), 990-1010.
Chiu, Y. C., Pan, Y. C., & Lin, Y. H. (2018). Chinese adaptation of the Ten-Item Internet Gaming Disorder Test and prevalence estimate of internet gaming disorder among adolescents in Taiwan. Journal of Behavioral Addictions, 7(3), 719-726.
Cleghorn, J., & Griffiths, M. D. (2015). Why Do Gamers Buy" Virtual Assets"? An Insight in to the Psychology behind Purchase Behaviour. Digital Education Review, 27, 85-104.
Clement, J. (2021). Global in-game consumer spending market value 2020-2025. https://www.statista.com/statistics/558952/in-game-consumer-spending-worldwide/
Cooper, K. M. (Ed.). (2021). Software Engineering Perspectives in Computer Game Development. CRC Press.
Dalglish, S. L., Costello, A., Clark, H., & Coll-Seck, A. (2021). Children in All Policies 2030: a new initiative to implement the recommendations of the WHO–UNICEF–Lancet Commission. The Lancet, 397(10285), 1605-1607.
DataReportal. (2022a). Digital 2022: Global Overview Report. https://datareportal.com/reports/digital-2022-global-overview-report
DataReportal. (2022b). Digital 2022: Taiwan. https://datareportal.com/reports/digital-2022-taiwan
DeCamp, W. (2021). Loot boxes and gambling: Similarities and dissimilarities in risk and protective factors. Journal of Gambling Studies, 37(1), 189-201.
De Jans, S., & Hudders, L. (2020). Disclosure of vlog advertising targeted to children. Journal of Interactive Marketing, 52(1), 1-19.
Deleuze, J., Maurage, P., Schimmenti, A., Nuyens, F., Melzer, A., & Billieux, J. (2019). Escaping reality through videogames is linked to an implicit preference for virtual over real-life stimuli. Journal of affective disorders, 245, 1024-1031.
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., ... & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior research methods, 43, 814-825.
De Veirman, M., Hudders, L., & Nelson, M. R. (2019). What is influencer marketing and how does it target children? A review and direction for future research. Frontiers in Psychology, 10, 2685.
Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: About addicted whales, at risk dolphins and healthy minnows. Monetarization design and Internet Gaming Disorder. Addictive behaviors, 64, 328-333.
Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530-532.
Drummond, A., Sauer, J. D., Ferguson, C. J., & Hall, L. C. (2020). The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey. PLoS One, 15(3), e0230378.
Dwivedi, Y. K., Ismagilova, E., Hughes, D. L., Carlson, J., Filieri, R., Jacobson, J., ... & Wang, Y. (2021). Setting the future of digital and social media marketing research: Perspectives and research propositions. International Journal of Information Management, 59, 102168.
Eccles, J. S. (1999). The development of children ages 6 to 14. The future of children, 9(2), 30-44.
eMarketer. (2022). Worldwide Ad Spending 2022.https://www.insiderintelligence.com/content/worldwide-ad-spending-2022
Emond, A. M., Griffiths, M.D. (2020). Gambling in children and adolescents, British Medical Bulletin, 136(1), 21-29.
Engka, N. H., Tulung, J. E., & Arie, F. V. (2021). Exploring the emergence of online games and the impact to other conventional gaming platforms in Manado. Jurnal EMBA: Jurnal Riset Ekonomi, Manajemen, Bisnis dan Akuntansi, 9(4), 43-52.
Evers, E., van de Ven, N., & Weeda, D. (2015). The hidden cost of microtransactions: Buying in-game advantages in online games decreases a player’s status. International Journal of Internet Science, 10(1), 20-36.
Fang, B., Zheng, Z., Ye, Q., & Goes, P. B. (2019). Social influence and monetization of freemium social games. Journal of Management Information Systems, 36(3), 730-754.
Feijoo, B., Bugueño, S., Sádaba, C. , & García-González, A. (2021). Parents' and children's perception on social media advertising, Comunicar, 29(67), 99-109.
Feng X., Li Y., Lin X., Ning Y. (2020). Mobile targeting in industrial marketing: connecting with the right businesses. Industrial Marketing Management, 86, 65-76.
Fujihara, M., & Shibuya, A. (2020). How is the Gacha System Reported on in Japan?. DiGRA, 1-5.
Gainsbury, S., King, D., Abarbanel, B., Delfabbro, P., & Hing, N. (2015). Convergence of gambling and gaming in digital media. Melbourne, VIC: Victorian Responsible Gambling Foundation.
Game Marketing Genie. (2022). F2P Game Monetization: How to Market to Whales, Dolphins and Minnows. https://www.gamemarketinggenie.com/blog/market-to-whales-dolphins-minnows
Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 37, 127-141.
George-Gabriel, R., & Anastasia, K. (2022). What Aspects of Gacha Games Keep the Players Engaged? University of Uppsala, Swedish.
Geraldus Galehantomo P.S. (2015). Platform comparison between games console, mobile games and PC games. Sisforma, 2(1), 23-26.
Ghazali, E., Mutum, D. S. & Woon, M. Y. (2019). Exploring player behavior and motivations to continue playing Pokémon GO. Information Technology & People, 32(3), 646-667.
Ghosh, T., S, S., & Dwivedi, Y. K. (2022). Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames. Psychology & Marketing, 39(12), 2328-2348.
Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2023). Videogame player experiences with micro-transactions: An interpretative phenomenological analysis. Computers in Human Behavior, 145, 107766.
Griffiths, M. D. (2018). Is the buying of loot boxes in video games a form of gambling or gaming? Gaming Law Review, 22(1), 52-54.
Hajduova, Z., Hutmanova, N., Jusko, L., & Molitoris, L. (2021). The influence of advertising on children's buying behaviour: A case study in Slovakia. Marketing and Management of Innovations, (3), 199-210.
Hamari, J., Hanner, N., & Koivisto, J. (2020). " Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games. International Journal of Information Management, 51, 102040.
Hermawan, L. A., Bernarto, I., & Antonio, F. (2023). Video Game Engagement: A
Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player
Recruitment (3Ps). International Journal of Computer Games Technology, 1-13.
Hing, N., Rockloff, M., Russell, A. M. T., Browne, M., Newall, P., Greer, N., King, D. L., & Thorne, H. (2022). Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation, Journal of Behavioral Addictions, 11(2), 396-405.
Ho, A. (2014). The value of being powerful or beautiful in games-how game design affects the value of virtual items. The Computer Games Journal, 3(1), 54-61.
Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of marketing, 60(3), 50-68.
Hou, C. Y., Rutherford, R., Chang, H., Chang, F. C., Shumei, L., Chiu, C. H., ... & Tseng, C. C. (2022). Children’s mobile-gaming preferences, online risks, and mental health. PloS one, 17(12), e0278290.
Hudders, L., De Pauw, P., Cauberghe, V., Panic, K., Zarouali, B., & Rozendaal, E. (2017). Shedding new light on how advertising literacy can affect children's processing of embedded advertising formats: A future research agenda. Journal of Advertising, 46(2), 333-349.
Hussain, M., Islam, T., & Rehman, S. U. (2022). What you see is what you get: assessing in-game advertising effectiveness. Journal of Research in Interactive Marketing, 1-17.
Hussain, Z. & Griffiths, M. D. (2008). Gender swapping and socialising in cyberspace: An exploratory study. CyberPsychology and Behavior, 11(1), 47-53.
Hunt, D. (2023). Microtransaction spending and problematic gambling of UK university call of duty gamers. International Gambling Studies, 23(1), 15-34.
Interactive Advertising Bureau. (2010). Platform status report: Game advertising. https://www.iab.com/wp-content/uploads/2015/09/IAB-Games-PSR-Update_0913.pdf
Jiang, S., Hua, X., & Parviainen, R. (2020). How do popular online streamers influence viewers’ purchase intention? Evidence from a mobile game campaign on YouTube. Journal of Digital & Social Media Marketing, 7(4), 332-343.
Johannes, N., Vuorre, M., & Przybylski, A. K. (2021). Video game play is positively correlated with well-being. Royal Society Open Science, 8(2), 202049.
Jordan, T., & Dhamala, M. (2022). Video game players have improved decision-making abilities and enhanced brain activities. Neuroimage: Reports, 2(3), 100112.
Karaca, S., Karakoc, A., Can Gurkan, O., Onan, N., & Unsal Barlas, G. (2020). Investigation of the online game addiction level, sociodemographic characteristics and social anxiety as risk factors for online game addiction in middle school students. Community Mental Health Journal, 56, 830-838.
Karboub, A. C., & Orozco Sebastian, M. (2023). Why do players buy in-game items: An exploration into microtransactions and their effect on flow. University of Jönköping, Sweden.
Kaya, A., Türk, N., Batmaz, H., & Griffiths, M. D. (2023). Online gaming addiction and basic psychological needs among adolescents: the mediating roles of meaning in life and responsibility. International Journal of Mental Health and Addiction, 1-25.
Kim, M., & Cho, Y. C. (2018). Investigating the factors that affect dissatisfaction/ satisfaction, purchase intention, and loyalty in the mobile game environment. Journal of Marketing Thought, 5(2), 51-65.
Kim, M., & Kim, H. M. (2022). What online game spectators want from their twitch streamers: Flow and well-being perspectives. Journal of Retailing and Consumer Services, 66, 102951.
King, D. L., Russell, A. M., Delfabbro, P. H., & Polisena, D. (2020). Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms. Addictive Behaviors, 104, 106311.
Király, O., Griffiths, M. D., King, D. L., Lee, H. K., Lee, S. Y., Bányai, F., Zsila, A., Takacs, Z. K., & Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503-517.
Kotler, P., Kartajaya, H., & Alaydrus, A. (2021). Megamarketing in the Post-Pandemic era: rebalancing political and social power. Journal of Macromarketing, 41(2), 194-200.
Kristiansena, S., & Severin, M. C. (2020). Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey. Addictive Behaviors, 103, 106254.
Lakić, N., Bernik, A., & Čep, A. (2023). Addiction and Spending in Gacha Games. Information, 14(7), 1-19.
Lehdonvirta, V. (2008). Real-money trade of virtual assets: new strategies for virtual world operators. Virtual Worlds, Ipe, Mary, ed, 113-137.
Lehdonvirta, V., Wilska, T. A., & Johnson, M. (2009). Virtual consumerism: case habbo hotel. Information, communication & society, 12(7), 1059-1079.
Lérida-Ayala, V., Aguilar-Parra, J. M., Collado-Soler, R., Alférez-Pastor, M., Fernández-Campoy, J. M., & Luque-de la Rosa, A. (2022). Internet and video games: causes of behavioral disorders in children and teenagers. Children, 10(1), 86.
Li, J., Zhan, D., Zhou, Y., & Gao, X. (2021). Loneliness and adolescent mobile phone addiction during the covid-19 pandemic: The role of escape motivation and selfcontrol. Addictive Behaviors, 118, 106857.
Li, Y., Wang, C., & Liu, J. (2020). A systematic review of literature on user behavior in video game live streaming. International journal of environmental research and public health, 17(9), 3328.
Li, Z. (2012). Motivation of virtual goods transactions based on the theory of gaming motivations. Journal of Theoretical and Applied Information Technology, 43(2), 254-260.
Liao, G., Pham, T. T. L., Cheng, T. C. E., & Teng, C. (2020). Impacts of real‐world need satisfaction on online game loyalty: Perspectives of self‐affirmation theory. Computers in Human Behavior, 103, 91-100
Liao, S. H., & Chiu, W. L. (2021). Investigating the behaviors of mobile games and online streaming users for online marketing recommendations. International Journal of Online Marketing (IJOM), 11(1), 39-61.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Beverly Hills, CA: Sage.
Lin, H., & Sun, C. T. (2007). Cash trade within the magic circle: free-to-play game challenges and massively multiplayer online game player responses. DiGRA Conference, 335-343.
Livingstone, S., & Helsper, E. J. (2006). Does advertising literacy mediate the effects of advertising on children? A critical examination of two linked research literatures in relation to obesity and food choice. Journal of communication, 56(3), 560-584.
Macey, J., & Hamari, J. (2019). eSports, skins and loot boxes: participants, practices and problematic behaviour associated with emergent forms of gambling. New Media & Society, 21(1), 20-41
Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J., & Erz, A. (2019). The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior, 91, 72-83.
Martínez, C. (2019). The struggles of everyday life: How children view and engage with advertising in mobile games. Convergence, 25(5-6), 848-867.
McCaffrey, M. (2019). The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes. Business Horizons, 62(4), 483-495.
Meng, Z., Hao, L., & Tan, Y. (2021). Freemium pricing in digital games with virtual currency. Information Systems Research, 32(2), 481-496.
Muhammedrisaevna, T. M., Bakhriddinovna, A. N., & Rasulovna, K. N. (2021). Use of digital technologies in marketing. In E-Conference Globe, 281-284.
Munawir, A. (2019). Online Game and Childrens’s Language Behavior. IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature, 7(2), 337-343.
Mun, I. B., & Lee, S. (2022). A longitudinal study of the impact of parental loneliness on adolescents' online game addiction: The mediating roles of adolescents’ social skill deficits and loneliness. Computers in Human Behavior, 136, 107375.
Murray, J. H. (2006). Toward a cultural theory of gaming: digital games and the co-evolution of media, mind, and culture. Popular Communication, 4(3), 185-202.
Neely, E. L. (2021). Come for the game, stay for the cash grab: The ethics of loot boxes, microtransactions, and freemium games. Games and Culture, 16(2), 228-247.
Newzoo. (2021a). Newzoo Global Games Market Report 2021. https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2021-free-version
Newzoo. (2021b). Overview: Newzoo’s Gamer Segmentation and Gamer Personas. https://newzoo.com/insights/articles/overview-newzoos-gamer-segmentation-and-gamer-personas
Newzoo. (2022). Newzoo Global Games Market Report 2022. https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2022-free-version
Oates, C., Blades, M., Gunter, B., & Don, J. (2003). Children's understanding of television advertising: A qualitative approach. Journal of Marketing Communications, 9(2), 59-71.
Oblinger, D. (2004). The next generation of educational engagement. Journal of interactive media in education, (8), 1-18.
Ofcom. (2022). Online Nation. https://www.ofcom.org.uk/__data/assets/pdf_file/0023/238361/online-nation-2022-report.pdf
Olson, C. K. (2010). Children's motivations for video game play in the context of normal development. Review of general Psychology, 14(2), 180-187.
Palmeira, M. (2021). The interplay of micro-transaction type and amount of playing in video game evaluations. Computers in Human Behavior, 115, 106609.
Pan, Y. C., Chiu, Y. C., & Lin, Y. H. (2019). Development of the problematic mobile gaming questionnaire and prevalence of mobile gaming addiction among adolescents in Taiwan. Cyberpsychology, Behavior, and Social Networking, 22(10), 662-669.
Petrovskaya, E., Deterding, S., & Zendle, D. I. (2022). Prevalence and salience of problematic microtransactions in top-grossing mobile and PC games: a content analysis of user reviews. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 1-12.
Prawida, R. A. (2023). The Analysis of Gacha Game Addiction on the Players' Personal Monthly Expenses. UNCLLE, 3(1), 372-382.
Preniqi, N., Sylaj, K., & Krasniqi, E. (2020). Digital Marketing Trends. UBT International Conference, 476.
Purnami, L. D., & Agus, A. A. (2021). The effect of perceived value and mobile game loyalty on in-app purchase intention in mobile game in Indonesia (Case Study: Mobile Legend and Love Nikki). ASEAN Marketing Journal, 12(1), 9-19.
Purwaningsih, E., & Nurmala, I. (2021). The impact of online game addiction on adolescent mental health: A systematic review and meta-analysis. Open Access Macedonian Journal of Medical Sciences, 9(F), 260-274.
Qaffas, A.A. (2020). An Operational Study of Video Games’ Genres. International Journal of Interactive Mobile Technologies, 14(15), 175-194.
Quayyum, F., Cruzes, D. S., & Jaccheri, L. (2021). Cybersecurity awareness for children: A systematic literature review. International Journal of Child-Computer Interaction, 30, 100343.
Rajab, A. M., Zaghloul, M. S., Enabi, S., Rajab, T. M., Al-Khani, A. M., Basalah, A., ... & Saquib, N. (2020). Gaming addiction and perceived stress among Saudi adolescents. Addictive Behaviors Reports, 11, 100261.
Ramadhanu, R. P., Worang, F. G., & Wangke, S. J. (2022). A qualitative analysis of microtransaction and consumer behavior of online games (case study: PUBG Mobile Games). Jurnal EMBA, 10(4), 577-583.
Raneri, P. C., Montag, C., Rozgonjuk, D., Satel, J., & Pontes, H. M. (2022). The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review. Addictive Behaviors Reports, 15, 100415.
Reza, A., Chu, S., Khan, Z., Nedd, A., Castillo, A., & Gardner, D. (2019). Skins for sale: Linking player identity, representation, and purchasing practices. In Information in Contemporary Society: 14th International Conference, iConference 2019, Washington, DC, USA, March 31-April 3, 2019, Proceedings 14 (pp. 124-131). Springer International Publishing.
Reza, A., Chu, S., Nedd, A., & Gardner, D. (2022). Having skin in the game: How players purchase representation in games. Convergence, 28(6), 1621-1642.
Rozendaal, E., Opree, S. J., & Buijzen, M. (2016). Development and validation of a survey instrument to measure children's advertising literacy. Media Psychology, 19(1), 72-100.
Salehudin, I., & Alpert Dr, F. (2021). No such thing as a free App: A taxonomy of freemium business models and user archetypes in the mobile game market. ASEAN Marketing Journal, 13(2), 121-142.
Salih, E. M. M., Alghamdi, A. H., Alzahrani, A. Y. B., Alghamdi, H. A. D., Alghamdi, F. A. S., & Alzubaidy, A. S. M. (2020). Prevalence and Negative impact of Videogames among children and adolescents in Albaha city, KSA. Medical Science, 24(106), 4001-4009.
Sauce, B., Liebherr, M., Judd, N., & Klingberg, T. (2022). The impact of digital media on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background. Scientific reports, 12(1), 7720.
Schwiddessen, S., & Karius, P. (2018). Watch your loot boxes!-Recent developments and legal assessment in selected key jurisdictions from a gambling law perspective. Interactive Entertainment Law Review, 1(1), 17-43.
Sensor Tower. (2022). The State of Mobile Gaming 2022. https://go.sensortower.com/rs/351-RWH-315/images/state-of-mobile-gaming-2022.pdf
Sheng, L., Ryan, C. T., Nagarajan, M., Cheng, Y., & Tong, C. (2020). Incentivized actions in freemium games. Manufacturing & Service Operations Management, 24(1), 275-284.
Shibuya, A., Teramoto, M., Shoun, A., & Akiyama, K. (2019). Long-term effects of in-game purchases and event game mechanics on young mobile social game players in Japan. Simulation & Gaming, 50(1), 76-92.
Silaban, P. H., Silalahi, A. D. K., & Octoyuda, E. (2021). Understanding consumers’ addiction to online mobile games and in apps purchase intention: Players stickiness as the mediation. Jurnal Manajemen dan Pemasaran Jasa, 14(2), 165-178.
Smahel, D., Machackova, H., Mascheroni, G., Dedkova, L., Staksrud, E., Ólafsson, K., ... & Hasebrink, U. (2020). EU Kids Online 2020: Survey results from 19 countries.
Statista. (2023). Spending on digital advertising to children worldwide from 2021 to 2031. https://www.statista.com/statistics/1326893/children-digital-advertising-spending-worldwide/
Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6), 553-568.
Stoilova, M., Livingstone, S., & Khazbak, R. (2021). Investigating risks and opportunities for children in a digital world: A rapid review of the evidence on children’s internet use and outcomes. https://www.end-violence.org/sites/default/files/paragraphs/download/Investigating-Risks-and-Opportunities-for-Children-in-a-Digital-World.pdf
Su, Y., Backlund, P., & Engström, H. (2020). Business intelligence challenges for independent game publishing. International Journal of Computer Games Technology, 2020, 1-8.
Su, Y., Backlund, P., Engström, H., & Strand, M. (2021). Data-driven method for mobile game publishing marketing promotion. 2021 IEEE International Conference on e-Business Engineering (ICEBE), 35-42.
SuperData. (2021). 2020 year in review: digital games and interactive media. https://www.digitalmusicnews.com/wp-content/uploads/2021/01/SuperData2020YearinReview.pdf
Syahrivar, J., Chairy, C., Juwono, I.D., & Gyulavári, T. (2022). Pay to play in freemium mobile games: a compensatory mechanism. International Journal of Retail and Distribution Management, 50(1), 117-134.
Tan, W. K., & Yang, C. Y. (2022). An exploration of MMORPG in-game virtual-item contribution to game enjoyment from the perspectives of purchase behavior and psychological ownership. Computers in Human Behavior, 134, 107303.
Tseng, F. C. (2011). Segmenting online gamers by motivation. Expert Systems with Applications, 38(6), 7693-7697.
Tham, S. M., & Perreault, G. P. (2021). A Whale of a Tale: Gaming Disorder and Spending and Their Associations With Ad Watching in Role-Playing and Loot-Box Gaming. Journal of Gambling Issues, 46, 62-81.
Tomić, N. Z. (2018). Economic model of microtransactions in video games. Journal of Economic Science Research, 1(1), 17-23.
UK Safer Internet Centre. (2022). All fun and games? Exploring young people’s experiences of respect and relationships in online games. https://d1xsi6mgo67kia.cloudfront.net/uploads/2022/02/All-Fun-and-Games-Safer-Internet-Day-2022-report.pdf
Veleva, S. S., & Tsvetanova, A. I. (2020). Characteristics of the digital marketing advantages and disadvantages. IOP Conference Series: Materials Science and Engineering, 940(1), 012065.
Wang, H., Ruan, Y. C., Hsu, S. Y., & Sun, C. T. (2019). Effects of Game Design Features on Player-Avatar Relationships and Motivation for Buying Decorative Virtual Items. DiGRA Conference, 1-22.
Wang, W., & Hang, H. (2021). Exploring the eudaimonic game experience through purchasing functional and nonfunctional items in MMORPGs. Psychology & Marketing, 38, 1847-1862.
Wartberg, L., Kriston, L., & Thomasius, R. (2020). Internet gaming disorder and problematic social media use in a representative sample of German adolescents: Prevalence estimates, comorbid depressive symptoms and related psychosocial aspects. Computers in Human Behavior, 103, 31-36.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton digital press.
Wildman, N., & McDonnell, N. (2020). The puzzle of virtual theft. Analysis, 80(3), 493-499.
Windleharth, T., & Lee, J. H. (2020). Taxonomies for transactions and user engagement in mobile games. Proceedings of the DiGRA International Conference: Game, Play and the Emerging Ludo-Mix (DiGRA’20).
Woods, O. (2022). The affective embeddings of gacha games: Aesthetic assemblages and the mediated expression of the self. New Media & Society, 1-16.
World Health Organization. (2020). Addictive behaviours: Gaming disorder https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-disorder
Wu, X., & Santana, S. (2022). Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention. Frontiers in Psychology, 13, 885619.
Xiao, L. Y., & Newall, P. (2021). Probability disclosures are not enough: Reducing loot box reward complexity as a part of ethical video game design. Journal of Gambling Issues, 1-18.
Xu, X. Y., Luo, X. R., Wu, K., & Zhao, W. (2021). Exploring viewer participation in online video game streaming: A mixed-methods approach. International Journal of Information Management, 58, 102297.
Xu, Y., Chen, Z., Peng, M. Y. P., & Anser, M. K. (2020). Enhancing consumer online purchase intention through gamification in China: Perspective of cognitive evaluation theory. Frontiers in Psychology, 11, 581200.
Yang, W., Yang, G., Huang, T., Chen, L., & Liu, Y. E. (2018). Whales, dolphins, or minnows? towards the player clustering in free online games based on purchasing behavior via data mining technique. 2018 IEEE International Conference on Big Data (Big Data), 4101-4108.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
Yildirim, E., & Zeren, S. G. (2021). Video Game Addiction in Turkey: Does It Correlate between Basic Psychological Needs and Perceived Social Support? Psycho-Educational Research Reviews, 10(2), 106-117.
Yin, M., & Xiao, R. (2022). The Reward for Luck: Understanding the Effect of Random Reward Mechanisms in Video Games on Player Experience. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 1-14.
Yokomitsu, K., Irie, T., Shinkawa, H., & Tanaka, M. (2021). Characteristics of gamers who purchase loot box: A systematic literature review. Current Addiction Reports, 8, 481-493.
Yu N., Huang Y.-T. (2022). Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention. Computers in Human Behavior, 126, 106991.
Zari, T.S. (2021). Digital advertising and its impact on consumer behaviour. International Research Journal of Humanities and Interdisciplinary Studies (IRJHIS), 2(5), 121-127.
Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PLoS ONE, 13(11), e0206767.
Zendle, D., Meyer, R., & Over, H. (2019). Adolescents and loot boxes: Links with problem gambling and motivations for purchase. Royal Society Open Science, 6(6), 190049.