Skip to main content
Log in

I will buy virtual goods if I like them: a hybrid PLS-SEM-artificial neural network (ANN) analytical approach

  • Original Article
  • Published:
Journal of Marketing Analytics Aims and scope Submit manuscript

Abstract

Despite the popularity of Free-to-Play (F2P) games in recent years, the motivations behind players’ intention to purchase virtual goods in F2P games still require further investigations. This study aims to address this dilemma by investigating the antecedents of functional, emotional, and social values in shaping the purchase intention of virtual goods in F2P games. Using purposive sampling, data were collected through a survey from 352 F2P game participants in the United States. A hybrid PLS-SEM-Artificial Neural Network (ANN) modeling approach was employed to examine the impact of these factors on the intention to purchase virtual goods. The results reveal that perceived value positively influences the purchase intention of virtual goods. The findings also show that functional, emotional, and social values significantly impact the perceived value and purchase intention of virtual goods. Further, perceived value mediates the relationship between quality, achievement, enjoyment, aesthetics, customization, self-presentation, and the intention to purchase virtual goods. The ANN results reveal that quality and social presence are the most critical factors since they achieve the greatest normalized importance ratio compared to the others. The model illustrated considerable explanatory evidence for purchase intention in the context of F2P games. Additionally, this research significantly strengthens the marketing literature by developing an understanding of the intention to buy virtual goods in F2P games. The proposed model can provide insights for F2P game providers to design their games and marketing strategies.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7

Similar content being viewed by others

References

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Nadjim Mkedder.

Ethics declarations

Conflict of interest

The authors declare that they have no conflict of interest.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Appendices

Appendix 1: Demographic profile of players

Demographics

Frequency (n = 352)

Percentage (%)

Gender

 Male

107

30.4

 Female

220

62.5

 Non-binary/third gender

21

6.0

 Prefer not to say

4

1.1

Age

 Between 18 and 20

69

19.6

 Between 21 and 30

176

50.0

 Between 31 and 40

75

21.3

 Between 41 and 50

25

7.1

 Between 51 and 60

5

1.4

 Over 60

2

0.6

Education

 High school

104

29.5

 College

126

35.8

 Bachelor

94

26.7

 Master

28

8.0

Income

 Less than 1000$

119

33.8

 Between 1000$–1500$

51

14.5

 Between 1500$–2500$

62

17.6

 Between 2500$–3500$

49

13.9

 Between 3500$–5000$

30

8.5

 More than 5000$

41

11.6

How long are you playing the game?

 0–3 hours

120

34.1

 3–6 hours

119

33.8

 6–9 hours

47

13.4

 9–12 hours

29

8.2

 More than 12 hours

37

10.5

How much, on average, are you willing to pay for virtual goods?

 Less than10 $

186

52.8

 11–25 $

73

20.7

 26–50 $

33

9.34

 51–100 $

32

9.12

 101–250 $

15

4.30

 More than 250 $

13

3.74

Appendix 2: Measurement items

Price adapted from (Kim et al. 2011)

 PR1: The virtual goods sold in the F2P games are generally reasonably priced

 PR2: The virtual goods sold in the F2P games offer value for money

 PR3: The virtual goods sold in the F2P games are good products for the price

 PR4: The virtual goods sold in the F2P games are considered economical in terms of price

Quality adapted from (Kim et al. 2011)

 QUAL1: The virtual goods Sold in the F2P games have an acceptable standard of quality

 QUAL2: The virtual goods sold in the F2P games are reliable in their performance

 QUAL3: The virtual goods sold in the F2P games are good in terms of their overall excellence

 QUAL: The virtual goods sold in the F2P games possess a degree of quality that is satisfactory

Achievement adapted from (Li et al. 2015)

 ACH1: I can beat/surpass other players in the F2P games due to purchasing virtual goods

 ACH2: I gain more power than others in the F2P games due to purchasing virtual goods

 ACH3: I get a higher status/degree than other players in the F2P games due to purchasing virtual goods

Enjoyment adapted from (Li et al. 2015)

 ENJ1: I feel the activity of purchasing virtual goods is interesting

 ENJ2: I am happy to purchase virtual goods in the F2P games

 ENJ3: I am happy to use virtual goods that I purchased in the F2P games

 ENJ4: I enjoy using virtual goods that I purchased in the F2P games

Aesthetics adapted from (Kim et al. 2011)

 AES1: The virtual goods sold in the F2P games are lovely

 AES2: The virtual goods sold in the F2P games reflect the beauty

 AES3: The virtual goods sold in the F2P games are aesthetically appealing

 AES4: The virtual goods sold in the F2P games have an attractive aesthetic feature

Customization adapted from (Teng 2010)

 CZ1: I have more items in the game because I purchased virtual goods

 CZ2: I can modify the appearance and many goods in the F2P game because I purchased virtual goods

 CZ3: I can change many things about my game following my preferences because I purchased virtual goods

Social presence adapted from (Li et al. 2015)

 SOC1: I can offer more help to others using the Virtual goods I purchased in the F2P games

 SOC2: I can be myself and show what kind of player/person I am by purchasing virtual goods in the F2P games

 SOC3: I feel like I am a member of the F2P games community because of the virtual goods I purchased

 SOC1: I feel connected to other players in the F2P games due to using virtual goods

Perceived scarcity adapted from (Chen and Sun 2014)

 SC1: In my opinion, the limited virtual goods are going to be sold out soon

 SC2: I think the limited virtual goods surely attract more people to buy than the available virtual items

 SC3: The number of limited virtual goods is very limited

 SC4: It is difficult to acquire the limited virtual goods

 SC5: The limited virtual goods in the F2P game are scarce

Self-presentation adapted from (Lee et al. 2012)

 SL1: I use virtual goods in the game because it helps other players to perceive me as competent

 SL2: I use virtual goods in the game because it helps other players to perceive me as socially desirable

 SL3: I use virtual goods in the game because it helps other players to perceive me as likable

 SL4: I use virtual goods in the game because it helps other players to perceive me as friendly

 SL5: I use virtual goods in the game because it helps other players to perceive me as skilled

 SL6: I use virtual goods in the game because it helps me to make a good impression

 SL7: I use virtual goods in the game because it helps me to tell others a little bit about myself

Perceived value adapted from (Yang et al. 2016)

 SL1: Using virtual goods in the F2P games is a good deal

 SL2: Compared to the effort I make, using virtual in the F2P games is beneficial to me

 SL3: Compared to the time I spend, virtual goods in the F2P games are worthwhile

 SL4: Overall, using virtual goods in the F2P games delivers good value

Purchase Intention adapted from (Guo and Barnes 2012)

 PI1: I intend to purchase virtual goods for my characters in online games

 PI2: My willingness to buy advanced virtual goods in online games is high

 PI3: The likelihood that I would purchase advanced goods in online games is high

Appendix 3: ULMC test results

Construct

Item

Substantive method

loading (R1)

R12

Method factor

loading (R2)

R22

Price

(FCT=1.286)

PR1

0.785**

0.616

− 0.047

0.002

PR2

0.717**

0.514

0.087

0.008

PR3

0.841**

0.707

0.077

0.006

PR4

0.732**

0.536

0.091

0.008

Quality

(FCT=1.093)

QUAL1

0.737**

0.543

− 0.003

0.000

QUAL2

0.778**

0.605

− 0.016

0.000

QUAL3

0.767**

0.588

0.046

0.002

QUAL4

0.815**

0.664

− 0.029

0.001

Achievement

(FCT=1.284)

ACH1

0.880**

0.774

− 0.033

0.001

ACH2

0.911**

0.830

0.002

0.000

ACH3

0.767**

0.588

0.034

0.001

Enjoyment

(FCT=1.075)

ENJ1

0.603**

0.364

0.075**

0.006

ENJ2

0.524**

0.275

0.259*

0.067

ENJ3

0.881**

0.776

− 0.131*

0.017

ENJ4

0.878**

0.771

− 0.171**

0.029

Aesthetics

(FCT=1.684)

AES1

0.724**

0.524

0.016

0.000

AES2

0.681**

0.464

0.130*

0.017

AES3

0.885**

0.783

− 0.132*

0.017

AES4

0.815**

0.664

− 0.013

0.000

Customization

(FCT=1.356)

CZ1

0.727**

0.529

0.078

0.006

CZ2

0.866**

0.750

− 0.047

0.002

CZ3

0.818**

0.669

− 0.027

0.001

Social presence

(FCT=1.036)

SOC1

0.509**

0.259

0.060

0.004

SOC2

0.723**

0.523

0.054

0.003

SOC3

0.854**

0.729

− 0.049

0.002

SOC4

0.848**

0.719

− 0.042

0.002

Perceived scarcity

(FCT=1.101)

SC1

0.668**

0.446

0.178

0.032

SC2

0.569**

0.324

− 0.064

0.004

SC3

0.785**

0.616

− 0.088

0.008

SC4

0.793**

0.629

− 0.019

0.000

SC5

0.828**

0.686

0.034*

0.001

Self-presentation

(FCT=1.219)

SL1

0.777**

0.604

− 0.025

0.001

SL2

0.750**

0.563

0.012

0.000

SL3

0.821**

0.674

− 0.018

0.000

SL4

0.670**

0.449

0.100

0.010

SL5

0.712**

0.507

− 0.017

0.000

SL6

0.852**

0.726

− 0.053

0.003

SL7

0.665**

0.442

0.006

0.000

Perceived value

(FCT=1.516)

PV1

0.766**

0.587

− 0.025

0.001

PV2

0.791**

0.626

0.008

0.000

PV3

0.817**

0.667

− 0.079

0.006

PV4

0.850**

0.723

0.038*

0.001

Purchase Intention

(FCT=1.667)

PI1

0.594**

0.353

− 0.002

0.000

PI2

0.935**

0.874

− 0.018

0.000

PI3

0.955**

0.912

− 0.122

0.015

Average

  

0.604

 

0.006

  1. **p < 0.01; *p < 0.05

Appendix 4: Discriminant validity—Fornell–Larcker criterion

Construct

PR

QUAL

ACH

ENJ

AES

CZ

SOC

SC

SL

PV

PI

PR

0.588

          

QUAL

0.042

0.599

         

ACH

0.047

0.107

0.730

        

ENJ

0.112

0.143

0.057

0.520

       

AES

0.097

0.179

0.116

0.252

0.602

      

CZ

0.056

0.084

0.097

0.159

0.201

0.646

     

SOC

0.070

0.289

0.102

0.123

0.127

0.141

0.555

    

SC

0.092

0.045

0.033

0.046

0.050

0.029

0.098

0.532

   

SL

0.057

0.200

0.146

0.155

0.208

0.170

0.246

0.055

0.564

  

PV

0.128

0.359

0.210

0.299

0.312

0.226

0.265

0.037

0.374

0.650

 

PI

0.176

0.297

0.117

0.265

0.304

0.179

0.338

0.138

0.319

0.399

0.701

  1. Values in Italic represents Square root of AVE. Square correlations; AVE in the diagonal
  2. PR price, QUAL quality, ACH achievement, ENJ enjoyment, AES aesthetics, CZ customization, SOC social presence, SC perceived scarcity, SL self-presentation, PV perceived value, PI purchase intention

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Mkedder, N., Özata, F.Z. I will buy virtual goods if I like them: a hybrid PLS-SEM-artificial neural network (ANN) analytical approach. J Market Anal 12, 42–70 (2024). https://doi.org/10.1057/s41270-023-00252-4

Download citation

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1057/s41270-023-00252-4

Keywords

Navigation