แรงจูงใจในการบริโภคสินค้าเสมือนในเกมออนไลน์ / ปุณยภพ สิทธิพรอนันต์ = Motivation for consumption of virtual products in online games /Poonyaphop Sittipornanan
The objective of this research is to study motivations for consumption of virtual products in online games in Thailand and to examine motivations underlying on the decision making of online game players to buy virtual products. Research methodologies are a survey of 650 players, in-depth interviews, and a content analysis of online games. Findings of the study indicate that the most influential motivation for consumption of virtual products in online game is marketing motivation, such as product price and discount. This is in line with the data collected from participants about their personal information and virtual products buying experience which indicates that majority of online game players are students, with the average income of lower than 5,000 Baht per month, and buy virtual products no more than 500 Baht per month. In addition, the depth-interview with online game players shows that price is a main factor influencing their product purchase. However, players also consider other factors, such as products’ quality, utilities, and appearances. Online game system and environment in game are the second most influential motivation. Majority of online game players buy virtual products to make them able to play games more easily and quickly. Moreover, they are afraid that if they do not buy the products, they will not be able to play efficiently. Since of objectives of playing online games are limited to winning opponents and the computers, and the environment within the online game is a determining factor, the virtual products are perceived as real life products by players because the virtual products can satisfy their needs by enable them to achieve their goals in the online game.