Socio Psychological Factors Influencing in-Game Purchase Decisions

Background

Unlike physical goods, digital goods like video game skins, in-app currency, and virtual collectibles are intangible assets yet often command premium prices. Consumers’ decisions to buy such items can be influenced by an interplay of social identity, peer pressure, self-expression needs, and perceived value. This project seeks to empirically investigate the socio-psychological factors that shape purchase intentions and behaviours for digital goods. 

Learning Outcome (LO)

  • LO #1: Understand the socio-psychological factors influencing digital purchases, such as social identity, peer pressure, and self-expression. 
  • LO #2: Develop skills in designing surveys, collecting data, and ensuring its validity and reliability. 
  • LO #3: Learn advanced data analysis techniques such as regression, factor analysis, structural equation modelling etc to test hypotheses and interpret the results. 

What is on offer?

×