Browse > Article
http://dx.doi.org/10.7583/JKGS.2019.19.4.77

Interaction effect between the Pay-to-Win Gaming System and the Adolescent Users' Self-Esteem on the Degree of Game Billing  

Lee, Daeyoung (Department of Digital Culture & Contents, Konkuk University)
Lee, Sung Je (Department of Digital Culture & Contents, Konkuk University)
Jeoung, Eui Jun (Department of Digital Culture & Contents, Konkuk University)
Abstract
Pay-to-Win (P2W) is a billing system that pays cash in-game and has a impact on results and it has been criticized by users. Research on the adolescent users and the effect of the P2W is insufficient. In this regard, this study compares the game billing in P2W and non-P2W based on self-esteem. As a result, systems showed the interaction effect on the game billing with the self-esteem. In the non-P2W, game billing increased when the self-esteem was high, whereas the billing increased rapidly as the self-esteem was low in the P2W.
Keywords
Pay-to-Win; Game billing; Self-esteem;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Rosenberg, M, "Society and the adolescent self-image". Princeton, NJ: Princeton University Press, 1965.
2 "The survey on real money Trade of Online Game Items", Korea Game Development & Promotion Institute, 2006.
3 Dreier, M., Wolfling, K., Duven, E., Giralt, S., Beutel, M. E., & Muller, K. W, " Free-to-play: about addicted whales, at risk dolphins and healthy minnows. Monetarization design and internet gaming disorder", Addictive Behaviors, 64, 328-333, 2017.   DOI
4 Gainsbury, S. M., Hing, N., Delfabbro, P., Dewar, G., & King, D. L, "An exploratory study of interrelationships between social casino gaming, gambling, and problem gambling", International Journal of Mental Health and Addiction, 13, 136-153, 2015.   DOI
5 King, D. L., Russell, A., Gainsbury, S., Delfabbro, P. H., & Hing, N, " The cost of virtual wins: an examination of gambling-related risks in youth who spend money on social casino games", Journal of Behavioral Addictions, 5,401-409, 2016.   DOI
6 Korea Creative Contents Agency, "2018 Game User Survey". KOCCA Research Report, 2018.
7 Qutee, "GAMING TODAY : A Report by Qutee into How Players Really Feel about Gaming in 2018", Qutee, 2018.
8 King, D. L., & Delfabbro, P. H, "Video Game Monetization (e.g., 'Loot Boxes'): a Blueprint for Practical Social Responsibility Measures", International Journal of Mental Health and Addiction, 17(1), 166-179, 2019.   DOI
9 https://www.tuw.edu/psychology/psychologybehind-microtransactions/
10 Hjorth, L., & Khoo, O, "Routledge handbook of new media in Asia". Routledge, 2015.
11 Heimo, O. I., Harviainen, J. T., Kimppa, K. K., & Makila, T, "Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic", Journal of Business Ethics, 153(1), 95-10, 2018.   DOI
12 Zendle, D., McCall, C., Barnett, H., & Cairns, P, "Paying for loot boxes is linked to problem gambling , regardless of specific features like cash-out and pay-to-win : A preregistered investigation of the relationship between loot box features and problem gambling", PsyArXiv, 2018.
13 Kimppa, K. K., Heimo, O. I., & Harviainen, J. T, "First dose is always freemium", ACM SIGCAS Computers and Society, 45(3), 132-137, 2016.   DOI
14 King, D. L., & Delfabbro, P. H, "Video Game Monetization (e.g., 'Loot Boxes'): a Blueprint for Practical Social Responsibility Measures", International Journal of Mental Health and Addiction, 17(1), 166-179, 2019.   DOI
15 Rosenberg, M., Schooler, C., & Schoenbach, C, "Self-esteem and adolescent problems: modeling reciprocal effects", American Sociological Review, 54, 1004-1018, 1989.   DOI
16 Faber, Ronald J. and Thomas C. O'Guinn, "A Clinical Screener for Compulsive Buying," Journal of Consumer Research, 19 (December), 459-69, 1992.   DOI
17 Seungje Lee, Daeyoung Lee, Eui Jun Jeong, "Effects of Random Reward Items Use on Adolescents' Game Addiction Change : Focus on Self esteem, Depression, Self-control, Material Value, and Game Cognition", Journal of Korea Game Society, 8(1), 51-61, 2018.
18 Hanley, Alice and Mari S. Wilhelm, "Compulsive Buying: An Exploration into Self-Esteem and M oney Attitudes," Journal of Econom ic Psychology, 13, 5-18, 1992.   DOI
19 Kohn, A, "No contest: The case against competition", Boston: Houghton Miffkin, 1986.
20 Jeong Jun Park, "A reflective exploration of the mechanisms of sports competition on character development", The Journal of Curriculum Studies, 31(3), 281-297, 2013.   DOI