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Mikrotransaktioners påverkan på kundnöjdhet

Roovete, Nicholas LU ; Arendt, Johannes LU and Bengtsson, Alex LU (2018) FEKH29 20181
Department of Business Administration
Abstract
Purpose: The study aims to investigate how sales of virtual goods through microtransactions in the gaming industry affects customer satisfaction.

Methodology: Quantitative research method with a deductive approach emerged from a positivist perspective. Cross-sectional study with a survey distributed on selected online forums.

Theoretical perspectives: Szymanski and Henard’s (2001) five factors of customer satisfaction as well as Lehdonvirtas (2009) division of microtransactions with hedonistic, functional and social characteristics.

Empirical foundation: The empiricism consists of an internet survey with 266 responses.

Conclusions: The result of the study was that Overwatch, with its hedonistic virtual goods, had the highest... (More)
Purpose: The study aims to investigate how sales of virtual goods through microtransactions in the gaming industry affects customer satisfaction.

Methodology: Quantitative research method with a deductive approach emerged from a positivist perspective. Cross-sectional study with a survey distributed on selected online forums.

Theoretical perspectives: Szymanski and Henard’s (2001) five factors of customer satisfaction as well as Lehdonvirtas (2009) division of microtransactions with hedonistic, functional and social characteristics.

Empirical foundation: The empiricism consists of an internet survey with 266 responses.

Conclusions: The result of the study was that Overwatch, with its hedonistic virtual goods, had the highest level of customer satisfaction, followed by CS:GO with its social virtual goods and finally FIFA 18 with its functional virtual goods. (Less)
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author
Roovete, Nicholas LU ; Arendt, Johannes LU and Bengtsson, Alex LU
supervisor
organization
course
FEKH29 20181
year
type
M2 - Bachelor Degree
subject
keywords
Customer satisfaction, Microtransactions, Virtual Goods, Pay-to-Play games, Gaming industry, Kundnöjdhet, Virituella varor, Mikrotransaktioner, Pay-to-Play spel, Spelindustri
language
Swedish
id
8956040
date added to LUP
2018-08-17 12:11:11
date last changed
2018-08-17 12:11:11
@misc{8956040,
  abstract     = {{Purpose: The study aims to investigate how sales of virtual goods through microtransactions in the gaming industry affects customer satisfaction.

Methodology: Quantitative research method with a deductive approach emerged from a positivist perspective. Cross-sectional study with a survey distributed on selected online forums.

Theoretical perspectives: Szymanski and Henard’s (2001) five factors of customer satisfaction as well as Lehdonvirtas (2009) division of microtransactions with hedonistic, functional and social characteristics.

Empirical foundation: The empiricism consists of an internet survey with 266 responses.

Conclusions: The result of the study was that Overwatch, with its hedonistic virtual goods, had the highest level of customer satisfaction, followed by CS:GO with its social virtual goods and finally FIFA 18 with its functional virtual goods.}},
  author       = {{Roovete, Nicholas and Arendt, Johannes and Bengtsson, Alex}},
  language     = {{swe}},
  note         = {{Student Paper}},
  title        = {{Mikrotransaktioners påverkan på kundnöjdhet}},
  year         = {{2018}},
}