Effects of In-game purchases of mobile social games on game addiction
Project/Area Number |
25380857
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Research Category |
Grant-in-Aid for Scientific Research (C)
|
Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Social psychology
|
Research Institution | Soka University |
Principal Investigator |
|
Research Collaborator |
TERAMOTO Mizuha
SYOUN Akiyo
AKIYAMA Kumiko
|
Project Period (FY) |
2013-04-01 – 2016-03-31
|
Project Status |
Completed (Fiscal Year 2015)
|
Budget Amount *help |
¥4,810,000 (Direct Cost: ¥3,700,000、Indirect Cost: ¥1,110,000)
Fiscal Year 2015: ¥390,000 (Direct Cost: ¥300,000、Indirect Cost: ¥90,000)
Fiscal Year 2014: ¥3,120,000 (Direct Cost: ¥2,400,000、Indirect Cost: ¥720,000)
Fiscal Year 2013: ¥1,300,000 (Direct Cost: ¥1,000,000、Indirect Cost: ¥300,000)
|
Keywords | ソーシャルゲーム / アイテム課金 / ゲーム依存 / 射幸心 / パネル調査 / 利用動機 |
Outline of Final Research Achievements |
We conducted two surveys to the same teenagers and young adults (age 15-29) who play mobile social games in November 2013 (W1) and in May 2014 (W2). We also analyzed the monetary and event mechanisms of social games, and calculated correlations of the exposures of each player to those monetary and event mechanisms (W1) and game addiction scores, weekly time exposure, and monthly payments(W1, W2). As results, we found that players who exposed to games in which players could make in-game purchases for continuing battles with other players were more likely to play longer hours six months later (W2) even after controlling for previous weekly time exposure (W1). Similarly, players who exposed to games in which the average maximum amount of "gacha," or lottery machines, within limited-time only events (W1) were more likely to increase their monthly payments (W2) even after controlling for previous monthly payments (W1).
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Report
(4 results)
Research Products
(12 results)