Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil

Detalhes bibliográficos
Ano de defesa: 2024
Autor(a) principal: Guerreiro, Robson Coelho lattes
Orientador(a): Cunha, Júlio Araujo Carneiro da lattes
Banca de defesa: Mazzei, Leandro Carlos lattes, Gomes, Giancarlo lattes, Cunha, Júlio Araujo Carneiro da lattes, Urdan, André Torres lattes, Vils, Leonardo lattes
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Nove de Julho
Programa de Pós-Graduação: Programa de Pós-Graduação em Administração
Departamento: Administração
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: http://bibliotecatede.uninove.br/handle/tede/3544
Resumo: The objective of this study is to identify what leads consumers of freemium mobile games to make purchases within the game, thus, within the consumer's characteristics, verifying the variables that can influence purchase intention. The first part of the study carried out an RSL to find possible characteristics of mobile game players, in the second part of the study online data collection was carried out with 304 mobile game players. The data was used to verify the proposed hypotheses using the combination of partial least squares structural equation modeling (PLS-SEM), Sobel test, and necessary conditions analysis (NCA). The results confirm that all constructs, such as Socialization Affordances, Entertainment, Purchase Intention, Narcissism, Achievement and Game Addiction, presented loading values above 0.5, indicating good validity and reliability. The post-Bootstrapping results indicated significant relationships between the variables, with emphasis on the direct and indirect effects of Socialization Affordances, Entertainment, Achievement and Game Addiction on Purchase Intention. The necessary conditions analysis (NCA) revealed that, while some factors are crucial for Purchase Intention, with emphasis on Affordances and Gaming Addiction. Entertainment, socialization, narcissism and addiction have been found to be crucial to purchase intention. However, addiction, although profitable for companies, raises ethical questions due to the possible negative impacts on players' mental and financial health. The study highlights the need to balance the economic interest of developers with the well-being of users. These are important considerations for those intending to engage with consumption on technological platforms such as mobile games.
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spelling Cunha, Júlio Araujo Carneiro dahttp://lattes.cnpq.br/6202822187041175Mazzei, Leandro Carloshttp://lattes.cnpq.br/6222841355609478Gomes, Giancarlohttp://lattes.cnpq.br/4556968403215471Cunha, Júlio Araujo Carneiro dahttp://lattes.cnpq.br/6202822187041175Urdan, André Torreshttp://lattes.cnpq.br/8407510651093986Vils, Leonardohttp://lattes.cnpq.br/3969955798466284http://lattes.cnpq.br/4184434448280066Guerreiro, Robson Coelho2024-12-19T16:41:56Z2024-06-28Guerreiro, Robson Coelho. Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil. 2024. 117 f. Tese( Programa de Pós-Graduação em Administração) - Universidade Nove de Julho, São Paulo.http://bibliotecatede.uninove.br/handle/tede/3544The objective of this study is to identify what leads consumers of freemium mobile games to make purchases within the game, thus, within the consumer's characteristics, verifying the variables that can influence purchase intention. The first part of the study carried out an RSL to find possible characteristics of mobile game players, in the second part of the study online data collection was carried out with 304 mobile game players. The data was used to verify the proposed hypotheses using the combination of partial least squares structural equation modeling (PLS-SEM), Sobel test, and necessary conditions analysis (NCA). The results confirm that all constructs, such as Socialization Affordances, Entertainment, Purchase Intention, Narcissism, Achievement and Game Addiction, presented loading values above 0.5, indicating good validity and reliability. The post-Bootstrapping results indicated significant relationships between the variables, with emphasis on the direct and indirect effects of Socialization Affordances, Entertainment, Achievement and Game Addiction on Purchase Intention. The necessary conditions analysis (NCA) revealed that, while some factors are crucial for Purchase Intention, with emphasis on Affordances and Gaming Addiction. Entertainment, socialization, narcissism and addiction have been found to be crucial to purchase intention. However, addiction, although profitable for companies, raises ethical questions due to the possible negative impacts on players' mental and financial health. The study highlights the need to balance the economic interest of developers with the well-being of users. These are important considerations for those intending to engage with consumption on technological platforms such as mobile games.O objetivo deste estudo é identificar o que leva o consumidor de games mobile freemium a realizar compras dentro do jogo, assim e dentro das características do consumidor verificar as variáveis de podem influenciar na intenção de compra. A primeira parte do estudo feita uma RSL para encontrar possíveis características de jogadores de mobile games, na segunda parte do estudo realizou a coleta de dados online com 304 jogadores de mobile games. Os dados foram usados para verificar as hipóteses propostas utilizando a combinação da modelagem de equações estruturais de mínimos quadrados parciais (PLS-SEM), teste de Sobel e análise de condições necessárias (NCA). Os resultados confirmam que todos os construtos, como Affordances de Socialização, Entretenimento, Intenção de Compra, Narcisismo, Realização e Vício em Jogos, apresentaram valores de carga acima de 0,5, indicando boa validade e confiabilidade. Os resultados pós-Bootstrapping indicaram relações significativas entre as variáveis, com destaque para os efeitos diretos e indiretos de Affordances de Socialização, Entretenimento, Realização e Vício em Jogos sobre a Intenção de Compra. A análise de condições necessárias (NCA) revelou que, enquanto alguns fatores são cruciais para a Intenção de Compra, com destaque para os Affordances e Vício em Jogos. Descobriu-se que entretenimento, socialização, narcisismo e vício, são cruciais para a intenção de compra. No entanto, o vício, embora lucrativo para as empresas, levanta questões éticas devido aos possíveis impactos negativos na saúde mental e financeira dos jogadores. O estudo ressalta a necessidade de equilibrar o interesse econômico dos desenvolvedores com o bem-estar dos usuários. São cuidados relevantes para aqueles que pretendem atuar com o consumo em plataformas tecnológicas como os mobile games.Submitted by Nadir Basilio (nadirsb@uninove.br) on 2024-12-19T16:41:56Z No. of bitstreams: 1 Robson Coelho Guerreiro.pdf: 1294516 bytes, checksum: 612a5f6cb6b53b9a5628dab79ab591b9 (MD5)Made available in DSpace on 2024-12-19T16:41:56Z (GMT). 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dc.title.por.fl_str_mv Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
dc.title.alternative.eng.fl_str_mv A study on in-purchase consumption in freemium mobile games in Brazil
title Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
spellingShingle Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
Guerreiro, Robson Coelho
mobile games
freemium
in-purchase game
vício em jogos
intenção de compra
mobile games
freemium
in-purchase game
game addiction
purchase intention
CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
title_short Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
title_full Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
title_fullStr Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
title_full_unstemmed Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
title_sort Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
author Guerreiro, Robson Coelho
author_facet Guerreiro, Robson Coelho
author_role author
dc.contributor.advisor1.fl_str_mv Cunha, Júlio Araujo Carneiro da
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/6202822187041175
dc.contributor.referee1.fl_str_mv Mazzei, Leandro Carlos
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/6222841355609478
dc.contributor.referee2.fl_str_mv Gomes, Giancarlo
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/4556968403215471
dc.contributor.referee3.fl_str_mv Cunha, Júlio Araujo Carneiro da
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/6202822187041175
dc.contributor.referee4.fl_str_mv Urdan, André Torres
dc.contributor.referee4Lattes.fl_str_mv http://lattes.cnpq.br/8407510651093986
dc.contributor.referee5.fl_str_mv Vils, Leonardo
dc.contributor.referee5Lattes.fl_str_mv http://lattes.cnpq.br/3969955798466284
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/4184434448280066
dc.contributor.author.fl_str_mv Guerreiro, Robson Coelho
contributor_str_mv Cunha, Júlio Araujo Carneiro da
Mazzei, Leandro Carlos
Gomes, Giancarlo
Cunha, Júlio Araujo Carneiro da
Urdan, André Torres
Vils, Leonardo
dc.subject.por.fl_str_mv mobile games
freemium
in-purchase game
vício em jogos
intenção de compra
topic mobile games
freemium
in-purchase game
vício em jogos
intenção de compra
mobile games
freemium
in-purchase game
game addiction
purchase intention
CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
dc.subject.eng.fl_str_mv mobile games
freemium
in-purchase game
game addiction
purchase intention
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::ADMINISTRACAO
description The objective of this study is to identify what leads consumers of freemium mobile games to make purchases within the game, thus, within the consumer's characteristics, verifying the variables that can influence purchase intention. The first part of the study carried out an RSL to find possible characteristics of mobile game players, in the second part of the study online data collection was carried out with 304 mobile game players. The data was used to verify the proposed hypotheses using the combination of partial least squares structural equation modeling (PLS-SEM), Sobel test, and necessary conditions analysis (NCA). The results confirm that all constructs, such as Socialization Affordances, Entertainment, Purchase Intention, Narcissism, Achievement and Game Addiction, presented loading values above 0.5, indicating good validity and reliability. The post-Bootstrapping results indicated significant relationships between the variables, with emphasis on the direct and indirect effects of Socialization Affordances, Entertainment, Achievement and Game Addiction on Purchase Intention. The necessary conditions analysis (NCA) revealed that, while some factors are crucial for Purchase Intention, with emphasis on Affordances and Gaming Addiction. Entertainment, socialization, narcissism and addiction have been found to be crucial to purchase intention. However, addiction, although profitable for companies, raises ethical questions due to the possible negative impacts on players' mental and financial health. The study highlights the need to balance the economic interest of developers with the well-being of users. These are important considerations for those intending to engage with consumption on technological platforms such as mobile games.
publishDate 2024
dc.date.accessioned.fl_str_mv 2024-12-19T16:41:56Z
dc.date.issued.fl_str_mv 2024-06-28
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv Guerreiro, Robson Coelho. Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil. 2024. 117 f. Tese( Programa de Pós-Graduação em Administração) - Universidade Nove de Julho, São Paulo.
dc.identifier.uri.fl_str_mv http://bibliotecatede.uninove.br/handle/tede/3544
identifier_str_mv Guerreiro, Robson Coelho. Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil. 2024. 117 f. Tese( Programa de Pós-Graduação em Administração) - Universidade Nove de Julho, São Paulo.
url http://bibliotecatede.uninove.br/handle/tede/3544
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language por
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dc.publisher.none.fl_str_mv Universidade Nove de Julho
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Administração
dc.publisher.initials.fl_str_mv UNINOVE
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Administração
publisher.none.fl_str_mv Universidade Nove de Julho
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações da Uninove
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