Um estudo sobre o consumo in-purchase em games mobile freemium no Brasil
| Ano de defesa: | 2024 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | , , , , |
| 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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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). No. of bitstreams: 1 Robson Coelho Guerreiro.pdf: 1294516 bytes, checksum: 612a5f6cb6b53b9a5628dab79ab591b9 (MD5) Previous issue date: 2024-06-28application/pdfporUniversidade Nove de JulhoPrograma de Pós-Graduação em AdministraçãoUNINOVEBrasilAdministraçãomobile gamesfreemiumin-purchase gamevício em jogosintenção de compramobile gamesfreemiumin-purchase gamegame addictionpurchase intentionCIENCIAS SOCIAIS APLICADAS::ADMINISTRACAOUm estudo sobre o consumo in-purchase em games mobile freemium no BrasilA study on in-purchase consumption in freemium mobile games in Brazilinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesis8024035432632778221600info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da Uninoveinstname:Universidade Nove de Julho (UNINOVE)instacron:UNINOVEORIGINALRobson Coelho Guerreiro.pdfRobson Coelho Guerreiro.pdfapplication/pdf1294516http://localhost:8080/tede/bitstream/tede/3544/2/Robson+Coelho+Guerreiro.pdf612a5f6cb6b53b9a5628dab79ab591b9MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://localhost:8080/tede/bitstream/tede/3544/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51tede/35442024-12-19 13:41:56.815oai:localhost: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Biblioteca Digital de Teses e Dissertaçõeshttp://bibliotecatede.uninove.br/PRIhttp://bibliotecatede.uninove.br/oai/requestbibliotecatede@uninove.br||bibliotecatede@uninove.bropendoar:2024-12-19T16:41:56Biblioteca Digital de Teses e Dissertações da Uninove - Universidade Nove de Julho (UNINOVE)false |
| 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. |
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2024 |
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2024-12-19T16:41:56Z |
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2024-06-28 |
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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. |
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http://bibliotecatede.uninove.br/handle/tede/3544 |
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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. |
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