Spending Money in Free-to-Play Games: Sociodemographic Characteristics, Motives, Impulsivity and Internet Gaming Disorder Specificities

Dec 11, 2022International journal of environmental research and public health

How Spending Money in Free-to-Play Games Relates to Personal Background, Reasons for Playing, Impulsiveness, and Gaming Disorder Traits

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Abstract

Among 5062 French online gamers, 26.1% reported spending money on free-to-play games.

  • 68.6% of participants were past-year users of free-to-play games.
  • Spending on games was strongly linked to the risk of (IGD), with 6.9% classified as disordered gamers.
  • Gaming experience (flow) and motivation to escape were strongly associated with both spending and IGD.
  • Impulsivity showed a positive association with spending, particularly negative urgency, while positive urgency was linked to IGD.

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Key numbers

26.1%
Percentage of F2P Gamers Spending Money
Among the surveyed Free-to-Play gamers, this percentage reported spending money.
6.9%
Prevalence of
This percentage of Free-to-Play gamers were classified with gambling disorder.
68.6%
Proportion of F2P Gamers
This percentage of the total sample were identified as past-year Free-to-Play gamers.

Full Text

What this is

  • This study analyzes the characteristics and behaviors of Free-to-Play (F2P) gamers, focusing on those who spend money in games versus those who do not.
  • A sample of 5062 French online gamers was surveyed to explore sociodemographic factors, gaming motivations, impulsivity, and the risk of ().
  • Key findings reveal that 26.1% of F2P gamers spent money, with spending closely linked to higher impulsivity and risk.

Essence

  • Spending money in Free-to-Play games is prevalent and strongly associated with . Factors such as impulsivity and specific gaming motivations influence spending behavior.

Key takeaways

  • 26.1% of Free-to-Play gamers reported spending money within games. This behavior correlates with higher impulsivity and a greater risk of .
  • Men and younger individuals were more likely to spend money in games. Spending was also associated with gaming frequency and specific motivations like escape and coping.
  • The desire to escape reality and cope with distress was linked to increased spending, while motivations like competition and skill development were negatively associated with spending.

Caveats

  • Self-report measures may introduce biases, affecting the reliability of the findings. Causation cannot be established due to the cross-sectional design.
  • The study did not differentiate between types of Free-to-Play games, limiting the generalizability of the results across diverse gaming experiences.

Definitions

  • Internet Gaming Disorder (IGD): A condition characterized by excessive gaming behavior that leads to significant impairment or distress.
  • Microtransactions: Small purchases made within a game to acquire virtual goods or benefits.

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