Abstract
The gaming industry is a multi-billion dollar business has evolved from video arcade games in the 1970s/80s to video game consoles and online games in the 1990s/2000s. Today, games can be played on smart phones and tablets which are initially offered for free. They make money later by offering inapp upgrades which promises to enhance the gaming experience. When a gamer engages in this purchase, the term used is in-app purchasing. Normally, a frequent gamer is interested to buy upgrades. For this, a game company must understand the needs and wants of a gamer, and design an intelligent game system which gathers and process information about the behaviour of a gamer when he/she interacts (plays) with it. The game system will suggest a list of in-app(s) which are priced according to the effectiveness for the gamer to upgrade. This research-in-progress paper presents a theoretical framework to study in-app purchasing. The In-App Purchasing Theoretical Framework is backed by Behavioural Game Theory, which is to examine gamer's behaviour, and Theory of Consumption Values, which identify the game's values which are gained from his/her gaming experience.
Language | English |
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Title of host publication | PACIS 2015 |
Subtitle of host publication | Proceedings of the 2015 Pacific Asia Conference on Information Systems |
Place of Publication | Atlanta, GA |
Publisher | Association for Information Systems |
Pages | 1-8 |
Number of pages | 8 |
Publication status | Published - 2015 |
Event | Pacific Asia Conference on Information Systems (19th : 2015) - Singapore, Singapore Duration: 5 Jul 2015 → 9 Jul 2015 Conference number: 19th |
Conference
Conference | Pacific Asia Conference on Information Systems (19th : 2015) |
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Abbreviated title | PACIS 2015 |
Country | Singapore |
City | Singapore |
Period | 5/07/15 → 9/07/15 |
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Keywords
- Behavioural Game Theory
- Theory of Consumption Values
- Mobile
- In-App Purchasing
- Gaming Industry
Cite this
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The development of theoretical framework for in-app purchasing for the gaming industry. / Krishnan, Sandhya; Balu, Barath Kumar; Smith, Stephen; Pang, Vincent.
PACIS 2015: Proceedings of the 2015 Pacific Asia Conference on Information Systems. Atlanta, GA : Association for Information Systems, 2015. p. 1-8 30.Research output: Chapter in Book/Report/Conference proceeding › Conference proceeding contribution › Research › peer-review
TY - GEN
T1 - The development of theoretical framework for in-app purchasing for the gaming industry
AU - Krishnan, Sandhya
AU - Balu, Barath Kumar
AU - Smith, Stephen
AU - Pang, Vincent
PY - 2015
Y1 - 2015
N2 - The gaming industry is a multi-billion dollar business has evolved from video arcade games in the 1970s/80s to video game consoles and online games in the 1990s/2000s. Today, games can be played on smart phones and tablets which are initially offered for free. They make money later by offering inapp upgrades which promises to enhance the gaming experience. When a gamer engages in this purchase, the term used is in-app purchasing. Normally, a frequent gamer is interested to buy upgrades. For this, a game company must understand the needs and wants of a gamer, and design an intelligent game system which gathers and process information about the behaviour of a gamer when he/she interacts (plays) with it. The game system will suggest a list of in-app(s) which are priced according to the effectiveness for the gamer to upgrade. This research-in-progress paper presents a theoretical framework to study in-app purchasing. The In-App Purchasing Theoretical Framework is backed by Behavioural Game Theory, which is to examine gamer's behaviour, and Theory of Consumption Values, which identify the game's values which are gained from his/her gaming experience.
AB - The gaming industry is a multi-billion dollar business has evolved from video arcade games in the 1970s/80s to video game consoles and online games in the 1990s/2000s. Today, games can be played on smart phones and tablets which are initially offered for free. They make money later by offering inapp upgrades which promises to enhance the gaming experience. When a gamer engages in this purchase, the term used is in-app purchasing. Normally, a frequent gamer is interested to buy upgrades. For this, a game company must understand the needs and wants of a gamer, and design an intelligent game system which gathers and process information about the behaviour of a gamer when he/she interacts (plays) with it. The game system will suggest a list of in-app(s) which are priced according to the effectiveness for the gamer to upgrade. This research-in-progress paper presents a theoretical framework to study in-app purchasing. The In-App Purchasing Theoretical Framework is backed by Behavioural Game Theory, which is to examine gamer's behaviour, and Theory of Consumption Values, which identify the game's values which are gained from his/her gaming experience.
KW - Behavioural Game Theory
KW - Theory of Consumption Values
KW - Mobile
KW - In-App Purchasing
KW - Gaming Industry
UR - http://www.scopus.com/inward/record.url?scp=85011028204&partnerID=8YFLogxK
UR - http://aisel.aisnet.org/pacis2015/30
M3 - Conference proceeding contribution
SP - 1
EP - 8
BT - PACIS 2015
PB - Association for Information Systems
CY - Atlanta, GA
ER -