FINANCIAL DECISION MAKING IN THE VIRTUAL WORLD OF MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES

Authors

  • Ilsa Haruti Suryandari Author

DOI:

https://doi.org/10.24071/icebmr.v2i1.193

Keywords:

Financial, Decision Making, Virtual World, Gamers, MMORPGs

Abstract

Virtual worlds grow opportunities for business that involve individual financial decision making. This research aims to explore the perspective of gamers on financial decision-making in the virtual world of Massively Multiplayer Online Role-Playing Games (MMORPGs).  This is a qualitative descriptive study. Data from this research were collected within Ragnarok X: Next-Generation MMORPG application through virtual ethnography and interview with players. The data was analyzed by identifying financial activities in the game, identifying the player's view of money, and identifying the financial decision making of the players in the game. The result found three categories of financial activities in the game that were income generation, spending, and conversion of real-world money to virtual purposes. The gamers in this research show strong self-control of money that prevent them from overspending real-world money for in-game purposes. Players feel a high degree of agency in MMORPGs. Social influence has little effect on financial decision making. They utilized strategies to optimize their in-game income. Their spending patterns were dominated by avatar customization and character progression. These findings contribute to understanding the intersection between the virtual world of gaming, financial decision-making, and the broader perspectives of individuals on money.

Downloads

Download data is not yet available.

References

Achterbosch, L., Pierce, R., & Simmons, G. (2008). Massively multiplayer online role-playing games: The past, present, and future. Computers in Entertainment, Vol. 5(4). https://doi.org/10.1145/1324198.1324207

Baker, S. C., Wentz, R. K., & Woods, M. M. (2009a). Using Virtual Worlds in Education: Second Lifeâ® as an Educational Tool. Teaching of Psychology, Vol.36(1), 59–64. https://doi.org/10.1080/00986280802529079

Baker, S. C., Wentz, R. K., & Woods, M. M. (2009b). Using Virtual Worlds in Education: Second Lifeâ® as an Educational Tool. Teaching of Psychology, 36(1), 59–64. https://doi.org/10.1080/00986280802529079

Bayliss, M. (2018). Virtual Assets , Real Insolvency Issues. November, 2018.

Berger, M., Jucker, A. H., & Locher, M. A. (2016). Interaction and space in the virtual world of Second Life. Journal of Pragmatics, Vol. 101, 83–100. https://doi.org/10.1016/j.pragma.2016.05.009

Braidotti, R. (2019). A Theoretical Framework for the Critical Posthumanism. Theory, Culture, and Society, Vol. 36(6). https://doi.org/10.1177/0263276418771486

Carter, D. (2005). Living in virtual communities: An ethnography of human relationships in cyberspace. Information Communication and Society, Vol. 8(2), 148–167. https://doi.org/10.1080/13691180500146235

Carter, M., Bergstrom, K., Webber, N., & Milik, O. (2015). EVE is real. DiGRA 2015 - Proceedings of the 2015 DiGRA International Conference: Diversity of Play.

Castronova, E. (2002). On Virtual Economies. In CESifo Working Paper No.752.

Castronova, E. (2003). Theory of the Avatar (863; CESifo Working Paper).

Castronova, E. (2020). Wildcat Currency. Wildcat Currency. https://doi.org/10.12987/9780300187410

Cheng, S. (2023). Metaverse: Concept, Content and Context. In Metaverse: Concept, Content and Context. https://doi.org/10.1007/978-3-031-24359-2

Chohan, U. W. (2021). Non-Fungible Tokens: Blockchains, Scarcity, and Value. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3822743

de Bruijn, E. J., & Antonides, G. (2022). Poverty and economic decision making: a review of scarcity theory. Theory and Decision, Vol. 92(1), 5–37. https://doi.org/10.1007/s11238-021-09802-7

Dilla, W. N., Harrison, A. J., Mennecke, B. E., & Janvrin, D. J. (2013). The Assets are Virtual but The Behavior is Real: An Analysis of Fraud in Virtual Worlds and its Implications forthe Real Worlds. Journal of Information Systems, Vol. 27(2).

Drennan, P., & Keeffe, D. A. (2007). Virtual consumption: Using player types to explore virtual consumer behavior. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 4740 LNCS, 466–469. https://doi.org/10.1007/978-3-540-74873-1_62

Achterbosch, L., Pierce, R., & Simmons, G. (2008). Massively multiplayer online role-playing games: The past, present, and future. Computers in Entertainment, Vol. 5(4). https://doi.org/10.1145/1324198.1324207

Baker, S. C., Wentz, R. K., & Woods, M. M. (2009a). Using Virtual Worlds in Education: Second Lifeâ® as an Educational Tool. Teaching of Psychology, Vol.36(1), 59–64. https://doi.org/10.1080/00986280802529079

Baker, S. C., Wentz, R. K., & Woods, M. M. (2009b). Using Virtual Worlds in Education: Second Lifeâ® as an Educational Tool. Teaching of Psychology, 36(1), 59–64. https://doi.org/10.1080/00986280802529079

Bayliss, M. (2018). Virtual Assets , Real Insolvency Issues. November, 2018.

Berger, M., Jucker, A. H., & Locher, M. A. (2016). Interaction and space in the virtual world of Second Life. Journal of Pragmatics, Vol. 101, 83–100. https://doi.org/10.1016/j.pragma.2016.05.009

Braidotti, R. (2019). A Theoretical Framework for the Critical Posthumanism. Theory, Culture, and Society, Vol. 36(6). https://doi.org/10.1177/0263276418771486

Carter, D. (2005). Living in virtual communities: An ethnography of human relationships in cyberspace. Information Communication and Society, Vol. 8(2), 148–167. https://doi.org/10.1080/13691180500146235

Carter, M., Bergstrom, K., Webber, N., & Milik, O. (2015). EVE is real. DiGRA 2015 - Proceedings of the 2015 DiGRA International Conference: Diversity of Play.

Castronova, E. (2002). On Virtual Economies. In CESifo Working Paper No.752.

Castronova, E. (2003). Theory of the Avatar (863; CESifo Working Paper).

Castronova, E. (2020). Wildcat Currency. Wildcat Currency. https://doi.org/10.12987/9780300187410

Cheng, S. (2023). Metaverse: Concept, Content and Context. In Metaverse: Concept, Content and Context. https://doi.org/10.1007/978-3-031-24359-2

Chohan, U. W. (2021). Non-Fungible Tokens: Blockchains, Scarcity, and Value. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3822743

de Bruijn, E. J., & Antonides, G. (2022). Poverty and economic decision making: a review of scarcity theory. Theory and Decision, Vol. 92(1), 5–37. https://doi.org/10.1007/s11238-021-09802-7

Dilla, W. N., Harrison, A. J., Mennecke, B. E., & Janvrin, D. J. (2013). The Assets are Virtual but The Behavior is Real: An Analysis of Fraud in Virtual Worlds and its Implications for the Real Worlds. Journal of Information Systems, Vol. 27(2).

Drennan, P., & Keeffe, D. A. (2007). Virtual consumption: Using player types to explore virtual consumer behavior. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 4740 LNCS, 466–469. https://doi.org/10.1007/978-3-540-74873-1_62

Drummond, A., Sauer, J. D., Ferguson, C. J., & Hall, L. C. (2020). The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey. PLoS ONE, 15(3), 1–16. https://doi.org/10.1371/journal.pone.0230378

Frydman, C., & Camerer, C. F. (2016). The Psychology and Neuroscience of Financial Decision Making. Trends in Cognitive Sciences, Vol.20(9), 661–675. https://doi.org/10.1016/j.tics.2016.07.003

Furnham, A., & Murphy, T. A. (2019). Money types, money beliefs, and financial worries: An Australian study. Australian Journal of Psychology, Vol. 71(2), 193–199. https://doi.org/10.1111/ajpy.12219

Garea, S. S., Drummond, A., Sauer, J. D., Hall, L. C., & Williams, M. N. (2021). Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending. International Gambling Studies, 21(3), 460–479. https://doi.org/10.1080/14459795.2021.1914705

Gärling, T., Kirchler, E., Lewis, A., & van Raaij, F. (2009). Psychology, Financial Decision Making, and Financial Crises. Psychological Science in the Public Interest, Supplement, Vol. 10(1), 1–47. https://doi.org/10.1177/1529100610378437

Guo, H., Hao, L., Mukhopadhyay, T., & Sun, D. (2019). Selling virtual currency in digital games: Implications for gameplay and social welfare. Information Systems Research, Vol. 30(2), 430–446. https://doi.org/10.1287/isre.2018.0812

Guo, Y., & Barnes, S. (2009). Virtual item purchase behavior in virtual worlds: An exploratory investigation. Electronic Commerce Research, 9(1–2), 77–96. https://doi.org/10.1007/s10660-009-9032-6

Haagsma, M. C., Pieterse, M. E., Peters, O., & King, D. L. (2013). How Gaming May Becom a Problem: A Qualitative Analysis of the Role of Gaming Related Experiences and Cognitions in the Development of Problematic Game Behavior. International Journal of Mental Health and Addiction, 11(4), 441–452. https://doi.org/10.1007/s11469-013-9427-4

Harris, B., & Novobilski, A. (2008). Real currency economies: Using real money in virtual worlds. Proceedings of the 2008 International Conference on Frontiers in Education: Computer Science and Computer Engineering, FECS 2008, 241–246.

Jenson, J., Taylor, N., De Castell, S., & Dilouya, B. (2015). Playing with Our Selves. Feminist Media Studies, Vol. 15(5), 860–879. https://doi.org/10.1080/14680777.2015.1006652

Klontz, B., Britt, S. L., Mentzer, J., & Klontz, T. (2011). Money Beliefs and Financial Behaviors: Development of the Klontz Money Script Inventory. Journal of Financial Therapy, 2(1). https://doi.org/10.4148/jft.v2i1.451

Klontz, B. T., Sullivan, P., Seay, M. C., & Canale, A. (2015). The Wealthy: A Financial Psychological Profile. Consulting Psychology Journal, 67(2), 127–143.

Mansoor, A. Z., & Ahmad, H. A. (2015). Ragnarok Online, Reality of Virtual Phenomenon. Wimba : Jurnal Komunikasi Visual, Vol. 1(1). https://doi.org/10.5614/jkvw.2009.1.1.5

Metasurya, L. W. J., & Berlianto, M. P. (2022). Drivers Of Purchase Intention And Willingness To Pay Microtransactions In Mobile Legends. Jurnal Manajemen, Vol. 26(3), 567–590. https://doi.org/10.24912/jm.v26i3.1022

Montone, M., & Zwinkels, R. C. J. (2021). Risk, return, and sentiment in a virtual asset market. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.3787339

Popan, C., Perez, D., & Woodcock, J. (2023). Cards against gamification: Using a role-playing game to tell alternative futures in the gig economy. Sociological Review, 71(5), 1058–1074. https://doi.org/10.1177/00380261231184755

Prakosa, A., & Sumantika, A. (2022). Why Do People Buy Virtual Items? An Assessment Using the Theory of Functional Value. KnE Social Sciences, 2022, 868–879. https://doi.org/10.18502/kss.v7i14.12038

Rahiem, V. A., & Fitrananda, C. A. (2021). Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku.com. CoverAge: Journal of Strategic Communication, Vol. 11(2), 103–112. https://doi.org/10.35814/coverage.v11i2.2018

Sleczka, P., Braun-Michl, B., & Kraus, L. (2020). Gamblers’ Attitudes Towards Money and Their Relationship to Gambling Disorder Among Young Men. Journal of Behavioral Addictions, Vo. 9 No. 3, pp. 744–755. https://doi.org/10.1556/2006.2020.00042

Smith, C. (2017). EVE: Online as a Potential Microeconomic Model. Oshkosh Scholar.

Stefany, S. (2014). the Effect of Motivation on Purchasing Intention of Online Games and Virtual Items Provided By Online Game Provider. CommIT (Communication and Information Technology) Journal, 8(1), 22. https://doi.org/10.21512/commit.v8i1.592

Vaegs, T., Dugošija, D., Hackenbracht, S., & Hannemann, A. (2010). Learning by gaming: Facts and myths. International Journal of Technology Enhanced Learning, Vol. 2(1–2), 21–40. https://doi.org/10.1504/IJTEL.2010.031258

Worth, N. C., & Book, A. S. (2014). Personality and behavior in a massively multiplayer online role-playing game. Computers in Human Behavior, Vol. 38, 322–330. https://doi.org/10.1016/j.chb.2014.06.009

Wu, S. L., & Hsu, C. P. (2018). Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention. Journal of Business Research, 92(September 2016), 242–249. https://doi.org/10.1016/j.jbusres.2018.07.035

Yulius, R. (2017). Analisis Perilaku Pengguna dalam Pembelian Item Virtual pada Game Online. Journal of Animation & Games Studies, 3(1), 1. https://doi.org/10.24821/jags.v3i1.1582

Zopounidis, C., & Doumpos, M. (2002). Multi-criteria decision aid in financial decision making: Methodologies and literature review. Journal of Multi-Criteria Decision Analysis, Vol. 11(4–5), 167–186. https://doi.org/10.1002/mcda.333

Downloads

Published

02-12-2023

How to Cite

FINANCIAL DECISION MAKING IN THE VIRTUAL WORLD OF MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES. (2023). International Conference on Economics, Business, and Management Research (ICEBMR), 2(1), 318-332. https://doi.org/10.24071/icebmr.v2i1.193

Most read articles by the same author(s)

Similar Articles

51-60 of 60

You may also start an advanced similarity search for this article.