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Advisor(s)
Abstract(s)
O presente estudo procura demonstrar as motivações de compra e de não compra de itens virtuais não funcionais dos jogadores de Fortnite. Após uma extensa análise de literatura, este estudo baseou-se nas explorações das motivações hedónicas e sociais que estão associadas às motivações de compra de itens digitais. Para isto, foram realizadas entrevistas com o total de sete inquiridos para que fosse possível aprofundar esta temática, e recolher dados e frases que explicassem exatamente cada motivação para que esta pudesse ser validada como importante no jogo Fortnite. Os resultados da entrevista concluíram que todas as motivações propostas faziam sentido; no entanto verificou-se que existem umas com uma importância maior - no processo de decisão de compra. Foi então elaborado um questionário que visava comprovar os resultados obtidos nas entrevistas, mas com uma amostra maior, no total foram inquiridos 142 indivíduos. Com este questionário conclui-se que, de facto, nem todas as motivações se adequam a 100% à maioria dos entrevistados. A estrutura do questionário foi avaliada quanto à sua sensibilidade e validade, procedendo-se aos métodos analíticos para o efeito, como a análise da assimetria e da curtose e realizou-se também uma análise fatorial exploratória. Todos os valores das análises mencionadas estavam dentro dos parâmetros aceites. Para os jogadores, as principais motivações são a novidade, a estética, a dedicação à personagem/tema, a distinção social, a autoridade visual e por último a “gartuitidade”. Esta última motivação foi descoberta na análise das entrevistas e testada com os questionários e verificou-se que aproximadamente 70% dos inquiridos concordam que esta seja também uma motivação de compra.
The following study pretends to demonstrate the motivations in buying virtual items behind a Fortnite player. After an extensive literature analysis, this study was based on hedonic and social motivations that are themselves related to the motivations of purchasing digital items. To accomplish this, interviews were conducted to seven individuals in order to make it possible to get to know this thematic better, as well as to gather data and sentences that could explain with precision each motivation, so that it could count as important for the Fortnite experience. The final results will show that all the proposed motivations make sense, even though some will have a bigger importance in the process of online purchasing. After gathering the interview results, a new questionnaire was elaborated so that the previously obtained results could be proven. In total, 142 individuals responded to the questionnaire. It was concluded that neither all the motivations fit 100% of the majority of the interviewees. The questionnaire structure was evaluated by taking into account its validity and sensitivity. To achieve this, analytical methods were measured, such as asymmetry analysis, kurtosis as well as an exploratory factorial analysis. All the values from the mentioned analysis were in between the acceptable parameters. To the gamers, their main motivations are innovation, esthetics, dedication to the character/theme, social distinction, visual authority and last but not least, “gratuity”. This last motivation was perceived while analyzing the interviews, and proved on the questionnaire responses, where it was verified that approximately 70% of the inquiries agree that this is also a major purchasing motivation.
The following study pretends to demonstrate the motivations in buying virtual items behind a Fortnite player. After an extensive literature analysis, this study was based on hedonic and social motivations that are themselves related to the motivations of purchasing digital items. To accomplish this, interviews were conducted to seven individuals in order to make it possible to get to know this thematic better, as well as to gather data and sentences that could explain with precision each motivation, so that it could count as important for the Fortnite experience. The final results will show that all the proposed motivations make sense, even though some will have a bigger importance in the process of online purchasing. After gathering the interview results, a new questionnaire was elaborated so that the previously obtained results could be proven. In total, 142 individuals responded to the questionnaire. It was concluded that neither all the motivations fit 100% of the majority of the interviewees. The questionnaire structure was evaluated by taking into account its validity and sensitivity. To achieve this, analytical methods were measured, such as asymmetry analysis, kurtosis as well as an exploratory factorial analysis. All the values from the mentioned analysis were in between the acceptable parameters. To the gamers, their main motivations are innovation, esthetics, dedication to the character/theme, social distinction, visual authority and last but not least, “gratuity”. This last motivation was perceived while analyzing the interviews, and proved on the questionnaire responses, where it was verified that approximately 70% of the inquiries agree that this is also a major purchasing motivation.
Description
Keywords
Jogos online Motivações de compra Fortnite Itens Virtuais não Funcionais Free-to-play
