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Interaction effect between the Pay-to-Win Gaming System and the Adolescent Users' Self-Esteem on the Degree of Game Billing

Pay-to-Win 방식의 게임과금 시스템 유무가 청소년의 자존감과 게임과금 관계에 미치는 효과에 대한 연구

  • Lee, Daeyoung (Department of Digital Culture & Contents, Konkuk University) ;
  • Lee, Sung Je (Department of Digital Culture & Contents, Konkuk University) ;
  • Jeoung, Eui Jun (Department of Digital Culture & Contents, Konkuk University)
  • 이대영 (건국대학교 문화콘텐츠학과) ;
  • 이승제 (건국대학교 문화콘텐츠학과) ;
  • 정의준 (건국대학교 문화콘텐츠학과)
  • Received : 2019.07.10
  • Accepted : 2019.08.14
  • Published : 2019.08.20

Abstract

Pay-to-Win (P2W) is a billing system that pays cash in-game and has a impact on results and it has been criticized by users. Research on the adolescent users and the effect of the P2W is insufficient. In this regard, this study compares the game billing in P2W and non-P2W based on self-esteem. As a result, systems showed the interaction effect on the game billing with the self-esteem. In the non-P2W, game billing increased when the self-esteem was high, whereas the billing increased rapidly as the self-esteem was low in the P2W.

게임 내에서 과금 시스템으로 승리에 영향을 미치는 Pay-to-Win(P2W) 방식은 정당한 노력에 대한 반칙행위로 이용자들에게 비난을 받고 있다. 그러나, 청소년의 심리적 요인과 P2W이 실제 과금에 미치는 영향에 대한 연구는 부족하다. 이에 본 연구는 게임과금과 관련해 영향을 줄 수 있는 심리적 요인인 자존감을 축으로 P2W 및 비P2W에서 나타나는 게임과금 정도를 비교하였다. 분석 결과, 과금시스템은 청소년 자존감과 함께 게임과금 정도에 상호작용 효과를 나타냈는데, 비P2W 방식에서는 자존감이 높으면 과금이 증가하는 반면, P2W 방식에서는 자존감이 낮을수록 과금이 급격히 증가하고 있었다.

Keywords

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