In-app purchases, internet gaming disorder and impulsivity: A look at the player base of Mystic Messenger
Jämsä, Essi (2020)
Jämsä, Essi
2020
Master's Degree Programme in Internet and Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2020-04-27
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202004093177
https://urn.fi/URN:NBN:fi:tuni-202004093177
Tiivistelmä
In this master’s thesis, the link between in-app purchases, internet gaming disorder and impulsivity is studied by examining the player base of Mystic Messenger, a female-oriented free-to-play game. The history of research concerning problematic gaming, as well as current research after internet gaming disorder was introduced as a potential medical condition in 2013, has majorly focused on male-oriented titles with a lack of female-oriented studies. Furthermore, some evidence has been brought forward of internet gaming disorder among free-to-play titles being more prevalent in players who spend larger amounts of money. There also exists some research to suggest that impulsive individuals are more likely to suffer from the condition.
With this in mind, a survey was conducted amongst the players of the female-oriented free-to-play game Mystic Messenger on the social media site Reddit. The survey aimed to examine this three-way link by first asking questions about the players’ in-game behaviour, especially regarding their usage of money. Then, IGD-20, an instrument used for measuring the symptoms of internet gaming disorder, was used to see the prevalence of high scores. Additionally, the respondents were asked to fill in BIS11, a tool used for measuring impulsivity, to see if impulsive individuals scored higher on IGD-20 or were more prone to use a lot of money on the game.
In thirteen days, 340 responses were gathered, and analysis of the data asserted that the prevalence of internet gaming disorder was substantially high among recipients when compared to other literature, as were the impulsivity scores. The number of players who had used some money on the game was also disproportionately high when compared to the averages of many free-to-play titles. However, a strong link between in-app purchases and high IGD-20 or BIS-11 scores could not be established. Furthermore, the correlation between high IGD-20 and BIS-11 scores was established to only be weak in strength.
With this in mind, a survey was conducted amongst the players of the female-oriented free-to-play game Mystic Messenger on the social media site Reddit. The survey aimed to examine this three-way link by first asking questions about the players’ in-game behaviour, especially regarding their usage of money. Then, IGD-20, an instrument used for measuring the symptoms of internet gaming disorder, was used to see the prevalence of high scores. Additionally, the respondents were asked to fill in BIS11, a tool used for measuring impulsivity, to see if impulsive individuals scored higher on IGD-20 or were more prone to use a lot of money on the game.
In thirteen days, 340 responses were gathered, and analysis of the data asserted that the prevalence of internet gaming disorder was substantially high among recipients when compared to other literature, as were the impulsivity scores. The number of players who had used some money on the game was also disproportionately high when compared to the averages of many free-to-play titles. However, a strong link between in-app purchases and high IGD-20 or BIS-11 scores could not be established. Furthermore, the correlation between high IGD-20 and BIS-11 scores was established to only be weak in strength.