Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator
Küçük Resim Yok
Tarih
2025-02
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Elsevier BV
Erişim Hakkı
info:eu-repo/semantics/closedAccess
Özet
This study investigated the effects of competitive attitudes on in-game impulse purchase behaviors, focusing on the mediating role of the need for popularity and the moderating effect of social competence. Data collected from 234 participants via broadcasters on Discord and Twitch platforms was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings confirm that the need for popularity fully mediates the relationship between competitive attitudes and in-game impulse purchases. Moreover, social competence was found to moderate this relationship negatively, indicating that individuals with lower social competence are more influenced by their need for popularity when making in-game impulse purchases. These insights highlight the significant impact of social dynamics and individual psychological traits on consumer behavior in gaming environments. Furthermore, these results emphasize the ethical imperative for game developers to implement protective measures to safeguard consumers from the potential negative effects of in-game impulse purchases.
Açıklama
Anahtar Kelimeler
Competitive attitude, Impulse purchase behaviors, In-game purchase, Social competence, The need for popularity
Kaynak
Computers in Human Behavior
WoS Q Değeri
Q1
Scopus Q Değeri
Q1
Cilt
163
Sayı
Künye
Cengiz, H., Pouyan, A., & Azdemir, H. (2024). Linking gamers' competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator. Comput. Hum. Behav., 163, 108479.