Research on the Method of Service Games to Enhance Player Stickiness and Purchase Intention—Taking Genshin Impact and Fortnite as Examples

Research Article
Open access

Research on the Method of Service Games to Enhance Player Stickiness and Purchase Intention—Taking Genshin Impact and Fortnite as Examples

Zhengguang Yang 1*
  • 1 The Second Nankai School    
  • *corresponding author 3338646147@qq.com
Published on 26 October 2023 | https://doi.org/10.54254/2753-7048/18/20231335
LNEP Vol.18
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-83558-061-5
ISBN (Online): 978-1-83558-062-2​

Abstract

The service game market has increased rapidly in the last few years, these games must increase player stickiness and purchase intention to maintain income. Genshin Impact and Fortnite are successful service games. The popularity of these two games and the willingness of users to pay are very high. This paper will analyze their game mechanics and game updates to show how the game design of these two games attracts users and motivates them to pay. This paper uses the Skinner box theory as a research method to discuss. The results of the study show that the two games were designed with additive, creative, and entertaining game mechanics, which helped them attract a large number of users. Moreover, frequent and timely updates increase the stickiness of players and stimulate users’ willingness to pay.

Keywords:

stickiness, purchase intention, game analytics, service games

Yang,Z. (2023). Research on the Method of Service Games to Enhance Player Stickiness and Purchase Intention—Taking Genshin Impact and Fortnite as Examples. Lecture Notes in Education Psychology and Public Media,18,260-264.
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References

[1]. Stenros, J. (2017). The game definition game: A review. Games and culture, 12(6), 499-520.

[2]. Wilhelmsson, U., Wang, W., Zhang, R., & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 1-3.

[3]. Epic games. 2020.

[4]. miHoYo. 2022.

[5]. B.R. Hergenhahn, Matthew H, Theories of Learning sixth edition, Olson Prentice Hall, 2001.

[6]. Robert E. Salvin, Education Psychology, Theory and Practice, fourth edition, Paramount Publishing, 1994.

[7]. Siang, A. C., & Rao, R. K. (2003, December). Theories of learning: a computer game perspective. In Fifth International Symposium on Multimedia Software Engineering, 2003. Proceedings. (pp. 239-245). IEEE.

[8]. IGN(2020), Genshin Impact Review, https://www.youtube.com/watch?v=JliVeSsajO0&t=84s

[9]. McLeod, S. (2007). Skinner-operant conditioning.

[10]. King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.

[11]. Wong, D. (5). 5 Creepy Ways Video Games Are Trying to Get You Addicted. Cracked. com.

[12]. Carter, M., Moore, K., Mavoa, J., Horst, H., & Gaspard, L. (2020). Situating the appeal of Fortnite within children’s changing play cultures. Games and Culture, 15(4), 453-471.


Cite this article

Yang,Z. (2023). Research on the Method of Service Games to Enhance Player Stickiness and Purchase Intention—Taking Genshin Impact and Fortnite as Examples. Lecture Notes in Education Psychology and Public Media,18,260-264.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 4th International Conference on Educational Innovation and Philosophical Inquiries

ISBN:978-1-83558-061-5(Print) / 978-1-83558-062-2​(Online)
Editor:Enrique Mallen, Javier Cifuentes-Faura
Conference website: https://www.iceipi.org/
Conference date: 7 August 2023
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.18
ISSN:2753-7048(Print) / 2753-7056(Online)

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References

[1]. Stenros, J. (2017). The game definition game: A review. Games and culture, 12(6), 499-520.

[2]. Wilhelmsson, U., Wang, W., Zhang, R., & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 1-3.

[3]. Epic games. 2020.

[4]. miHoYo. 2022.

[5]. B.R. Hergenhahn, Matthew H, Theories of Learning sixth edition, Olson Prentice Hall, 2001.

[6]. Robert E. Salvin, Education Psychology, Theory and Practice, fourth edition, Paramount Publishing, 1994.

[7]. Siang, A. C., & Rao, R. K. (2003, December). Theories of learning: a computer game perspective. In Fifth International Symposium on Multimedia Software Engineering, 2003. Proceedings. (pp. 239-245). IEEE.

[8]. IGN(2020), Genshin Impact Review, https://www.youtube.com/watch?v=JliVeSsajO0&t=84s

[9]. McLeod, S. (2007). Skinner-operant conditioning.

[10]. King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.

[11]. Wong, D. (5). 5 Creepy Ways Video Games Are Trying to Get You Addicted. Cracked. com.

[12]. Carter, M., Moore, K., Mavoa, J., Horst, H., & Gaspard, L. (2020). Situating the appeal of Fortnite within children’s changing play cultures. Games and Culture, 15(4), 453-471.