Cai, Xiaowei

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Cai

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Xiaowei

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Gestión de Empresas

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INARBE. Institute for Advanced Research in Business and Economics

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Now showing 1 - 3 of 3
  • PublicationOpen Access
    A grounded theory approach to understanding in-game goods purchase
    (Public Library of Science, 2022) Cai, Xiaowei; Cebollada Calvo, Javier; Cortiñas Ugalde, Mónica; Enpresen Kudeaketa; Institute for Advanced Research in Business and Economics - INARBE; Gestión de Empresas; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    Video game companies are increasingly diversifying their profit models. Rather than relying exclusively on the sale of video game titles or the subscription model, video game companies are maximising the revenues and extending the lifecycle of their games by means of a strategy based on the sale of in-game goods. This study contributes to the theory on ingame goods purchases by explaining why and how video game players purchase different types of in-game goods. We used an inductive approach involving qualitative data analysis based on grounded theory. Six types of in-game goods are grouped into three categories: functional-based goods, probability-based goods, and ornamental-based goods. After acknowledging the heterogeneity of the categories, a conceptual framework is developed by conducting 21 in-depth interviews, from which it emerges that players purchase functional- based goods, probability-based goods, and ornamental-based goods for different motives and through the different behavioural processes. First, the purchase of functionalbased goods is a strategy for entering the flow experience. Second, the purchase of probability- based goods is a compromise for purchase restrictions. Third, the purchase of ornamental goods is driven by the synergism of intrinsic motivations and exposure in the virtual world. Therefore, video game researchers should not treat in-game goods as a homogeneous concept. The findings also suggest that it is critically important for video game developers to strike a balance between the challenges of the gameplay and the skills of players because excessively raising (or lowering) the level of difficulty could pose a threat to the company¿s sustainable profit.
  • PublicationOpen Access
    Video game marketing: players' platform switching, in-game goods purchase, and flow experience
    (2022) Cai, Xiaowei; Cebollada Calvo, Javier; Cortiñas Ugalde, Mónica; Gestión de Empresas; Enpresen Kudeaketa; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    La industria de los videojuegos está creciendo rápidamente. Aunque la investigación académica sobre videojuegos también ha crecido, los investigadores de marketing aún prestan mucha menos atención a este campo que otras industrias del entretenimiento. En esta tesis, se introduce un marco conceptual para delinear los principales actores en el entorno de los videojuegos: la plataforma de videojuegos, el contenido de videojuegos y el jugador de videojuegos. A través de la revisión de la literatura, se han identificado varias brechas de investigación en las siguientes áreas: el comportamiento de cambio de plataformas tradicionales a las móviles, el comportamiento de compra dentro del juego y la experiencia de flow1 de los jugadores. Esta tesis contiene tres estudios, cada uno de ellos sirve para resolver las brechas de investigación identificadas en sus correspondientes campos de investigación. El primer estudio analiza cuáles son los determinantes que llevaron a los jugadores de videojuegos a cambiar desde los juegos tradicionales hasta los juegos móviles. El segundo estudio explora por qué y cómo los jugadores de videojuegos compraron diferentes tipos de bienes dentro del juego. En el tercer estudio, se conceptualiza la experiencia de flow en el contexto de los videojuegos y se desarrolla una escala de flow disposicional para los jugadores de videojuegos adultos.
  • PublicationOpen Access
    Self-report measure of dispositional flow experience in the video game context: conceptualisation and scale development
    (Elsevier, 2022) Cai, Xiaowei; Cebollada Calvo, Javier; Cortiñas Ugalde, Mónica; Enpresen Kudeaketa; Institute for Advanced Research in Business and Economics - INARBE; Gestión de Empresas; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    The flow theory has been widely applied to explain video game players¿ gaming and purchasing behaviour. However, due to the conceptual and empirical flaws of the current measurement instruments, researchers can hardly apply them to measure dispositional flow experience of adult video game players. In this research, we conceptualised flow experience and developed its measurement instrument in the video game context. To achieve these objectives, we conducted five phases with different participants in each of them: conceptualisation of the constructs and item generation (n = 13), expert judging (n = 5), pre-test (n = 96), initial development and validation (n = 289), and advanced development and validation (n = 593). We applied both qualitative and quantitative analysis to conceptualise and measure flow experience of video game players, including grounded theory and several statistical tools of latent variable modelling. We obtained a scale of 28-items that performs well in the first-order model. Moreover, we tested three hierarchical structure of flow experience: unidimensional model, independent antecedent model, and hierarchical antecedent model. Results show that hierarchical antecedent model is the best structure to represent flow experience. We named our scale Video Game Dispositional Flow Scale (VGDFS).