Abstract

The MOBA game genre is one of the most influential and largest consumer groups in the current online game market, and its source of income is mainly from the sale of non-functional virtual items, which are mainly used to beautify the game characters and enrich the sensory experience, also known as "skins", and are different from functional virtual items, which do not accelerate the progress of the game or disrupt the game balance. Unlike functional virtual items, these items do not speed up the progress of the game, nor do they upset the balance of the game. This paper explores players' motivation and willingness to consume these virtual goods through questionnaire surveys.

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