Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator

https://doi.org/10.1016/j.chb.2024.108479Get rights and content

Highlights

  • Competitive attitudes do not directly increase in-game impulse purchases.
  • The need for popularity fully mediates the relationship between competitive attitudes and in-game impulse purchases.
  • Social competence negatively moderates the relationship between the need for popularity and in-game impulse purchases.
  • Individuals with lower social competence are more prone to in-game impulse purchases driven by the need for popularity.

Abstract

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.

Introduction

The video gaming industry's revenue is projected to hit US$282.30 billion by 2024, with a growth rate of 8.76% annually until 2027, and the number of users is expected to exceed 1.47 billion by 2027 (Statista, 2024). The purchase of games is now accompanied by a considerable market for in-game item transactions, reflecting a significant shift in gaming platform economics. Consequently, a large portion of game developers' revenue is arguably due to these in-game purchases (Balakrishnan & Griffiths, 2018). The advancement in online game design technologies has reached a point where gamers are consistently encouraged to purchase in-game items to improve their gameplay experience (Wang et al., 2021). Such in-game items have been recognized as prominent goods within the context of online consumption (Hamari, 2015). The perceived value of these digital assets, particularly characters and items, is a driving factor for their in-game purchases (Zhao et al., 2024). Analysts estimate that spending on in-game purchases will exceed $74 billion by 2025 (Gibson et al., 2023).
Regardless of the rising importance of in-game impulse purchases, most of the research in the literature has focused on general game purchasing behavior and online game purchasing. Interest in in-game impulse purchase has emerged over recent years, but these studies have put most of their focus on factors related to emotional states while playing games, the structure of the game, and perceptions and skills of players. For example, Ghazali et al. (2023) explored enjoyment, skill, challenge, and flow as key drivers of in-game purchase intentions, while Zhao et al. (2024) emphasized the role of cognitive absorption and the moderating effects of autonomy and competence in open-world games. Similarly, Rita et al. (2024) linked performance, hedonic content, social factors, and flow experiences to in-game impulse purchases, and An et al. (2024) found that emotional attachments, such as ‘character attachment,’ drive impulsive purchases. However, despite this very rapid growth in the number of studies, critical psychological traits of players, such as competitive attitudes, the need for popularity, and social competence, have remained largely unconsidered in the context of in-game impulse purchases.
Impulse purchase conveys a form of purchasing behavior that is unplanned, or better phrased, ‘buy now and think later’. Individuals engage in such purchases for pleasure rather than out of actual need. They make these purchases when they feel emotional, and their behaviors are usually triggered by both external and internal stimuli (Lee et al., 2023). The research that focuses on online games indicates that psychological and emotional goals play an important role in determining how involved the players will be (Hemenover & Bowman, 2018), and these are actually among the triggers for impulse purchasing (Zhao et al., 2022). In-game purchases, which often occur when players are emotionally immersed in the game, are frequently regarded as impulsive and irrational (An et al., 2024).
In online video games, the need to win and show off in-game items as a display of social status compels players to spend money (Tamás et al., 2024). Research suggests that competitive attitudes directly influence how players measure success and, in turn, affect their likelihood of buying in-game items to demonstrate their accomplishments (Huang et al., 2024). It is also well known that gamers become more engaged and play longer in games when they are presented with competition (Harris et al., 2022), and this could perhaps trigger their buying tendencies (Balakrishnan & Griffiths, 2018; Jiao et al., 2022). However, while competition is known to motivate behaviors that target acquiring in-game items (Ghazali et al., 2023; Liao et al., 2020), psychological drivers for in-game impulse purchases remain largely unexplored and are the main purpose of this paper.
Exploring this gap could show how competitive attitudes and the need for popularity drive in-game impulse purchases, providing a clearer understanding of consumer motivations within digital environments. Accordingly, this study aims to answer the following research question:
RQ How do gamers' psychological factors, such as competitive attitudes, the need for popularity, and social competence, affect in-game impulse purchases?
This study also considers the possibility that other factors may mediate the relationship between competitive attitudes and in-game impulse purchases. Specifically, given the relationship between competitive attitudes and the desire to be liked by others, this study incorporates the need for popularity into the research model as a mediator and social competence as a moderator. While the need for popularity has previously been linked to impulse buying in the context of fashion products (Cengiz, 2017), it has not been examined in relation to video game purchases. Players may be motivated to buy certain in-game content to become or remain popular, and this behavior could vary based on their level of social competence, which reflects their ability to navigate social interactions successfully.
To better understand how competitive attitudes, the need for popularity, and social competence influence in-game impulse purchases, this research draws on two theoretical perspectives: social comparison theory (Festinger, 1954) and self-determination theory (Deci & Ryan, 1985).
Accordingly, this paper is organized as follows: (1) we review the literature and present the hypotheses; (2) we describe the methodology we used to evaluate the measurement and structural models; (3) we discuss our results in light of previous findings; and (4) we provide strategic recommendations for further study and real-world applications in the video game industry.

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Section snippets

Social Comparison Theory

Social Comparison Theory describes how individuals evaluate and measure their social status by comparing themselves with others (Festinger, 1954). According to this theory, social comparison is a cognitive process driven by an innate tendency to make conscious or unconscious comparisons (Keupp et al., 2019). This process involves evaluating one's own information, attributes, or status in comparison to others. Festinger (1954) proposed two directions for the social comparison process: upward

In-game impulse purchase

Impulse purchase emerges from a suddenly developed urge that may trigger the need to acquire something right now, mostly for immediate satisfaction (Rook, 1987). Emotional states, psychological traits, self-esteem, self-control, and consumer self-image, are known to trigger impulse purchases (Deng et al., 2023; Gibson et al., 2023). Notably, impulse purchases are impulsive decisions that can disrupt consumers' planned shopping and budgets. This could lead to feelings of dissatisfaction with

Participants and procedures

In January 2023, we conducted an online survey targeting active gamers on Twitch and Discord. We intentionally chose these platforms because of their key role in the gaming community, particularly in promoting live streaming and interactions between gamers, which can stimulate competitive arousal and impulse purchases (Chen & Zhang, 2019; Liu et al., 2023).
We distributed the survey link with the help of popular Twitch streamers. They shared the link with their viewers during live streams

Test of common-method bias

In this study, measures recommended by Podsakoff et al. (2012) were employed to mitigate the potential common method bias. Initially, two statements (marker variables) were included in the survey: “Fashion clothing holds significant value for me” and “I lack interest in fashion clothes.” These statements were chosen because they were theoretically perceived as unrelated to the remaining variables. The investigation revealed that the average correlation coefficients for these two statements were

Discussion

The results of the present study show that no direct relationship between competitive attitudes and in-game impulse purchases was found. However, the need for popularity fully mediated this relationship. Furthermore, social competence moderated the relationship between the need for popularity and in-game impulse purchases.
This study extends the literature by highlighting the role of the need for popularity as a full mediator, an aspect that has often been neglected within both consumer and

Theoretical implications

Our findings provide valuable insights into social comparison and self-determination theories and enhance existing knowledge of these theories. The findings revealed that the need for popularity mediates the relationship between competitive attitudes and in-game impulse purchases. This finding can be extended by social comparison theory (Festinger, 1954), which suggests that in the gaming environment, competitive arousal arising from comparing gamers' assets and achievements with those of

Practical implications

The findings of this research contribute to a deeper understanding of the psychological principles underlying in-game behaviors and offer practical insights for game developers. By considering these factors, developers can create a more engaging and psychologically harmonious game experience that enhances player satisfaction without promoting impulsive or maladaptive consumption behaviors. Understanding the impact of competitive attitudes and social competence on in-game impulse purchases

Limitations and future research directions

This study offers significant and valuable insights but includes limitations that should be addressed in future research. Data collection from platforms such as Twitch and Discord may represent only a segment of the broader online gaming population. Users of these platforms often share unique interests or motivations, which potentially limit the generalizability of the findings. Expanding participant recruitment to a wider range of gaming environments, including mobile and console gamers, could

CRediT authorship contribution statement

Hakan Cengiz: Writing – review & editing, Supervision, Methodology, Formal analysis, Conceptualization. Arezoo Pouyan: Writing – review & editing, Writing – original draft. Hasan Azdemir: Investigation, Data curation.

Ethics approval

The Institutional Review Board of Karabuk University approved all procedures performed in our study. All procedures were in accordance with the ethical standards of the 1964 Helsinki Declaration and its later amendments.

Data availability

The dataset is available from the corresponding author upon reasonable request.

Conflict of interest

The authors declare that they have no conflict of interest.

Statement

During the preparation of this work the author(s) used ChatGPT to improve the readability and language of the manuscript. After using this tool/service, the author(s) reviewed and edited the content as needed and take(s) full responsibility for the content of the published article.

Funding

This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.

Declaration of competing interest

The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.

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