Impact of Short Game Videos on Purchases
Impact of Short Game Videos on Purchases
ISSN(e): 2225-4226
ISSN(p): 2309-8295
DOI: 10.55493/5006.v14i1.5030
Vol. 14, No. 1, 39-60.
© 2024 AESS Publications. All Rights Reserved.
URL: [Link]
Contribution/ Originality: This research studies the moderating effect of the gaming experience on consumers'
purchase of virtual gaming products, fostering the development of the new media industry and the gaming
industry.
1. INTRODUCTION
1.1. Research Background
It is stated by a science and education organization called Statista that in 2021, there will be approximately 35
million students enrolled in undergraduate degree program at public universities in China. 19.1 million of these
students have a bachelor's degree and the remaining 15.1 million have a specialist and other qualifications (Textor,
2022). The university population, which accounts for 9% of the total consumer population, is contributing to the
country's economic development and is also playing an important role as a gu ide in the future. Overall, the
consu mption level of university students is characterized by obvious d ifferentiation and strong personal ization. At
the same time, with the development of new media technology and the rise of the gaming industry, more and more
university students are using it as their main leisure time entertainment and devoting part of their daily life to it,
mainly by buying virtual props for the games. This paper focuses on the effect of short game videos on the purchase
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of game props by game consumers. The development of the Chinese short video industry began in 2011. Since the
birth of the 4G network, it has produced platforms with hundreds of millions of users, such as Tik Tok and AAuto
quicker, which have established a strong influence in the Internet era. At present, the development of China's short
video industry has entered a stable period, with the platforms leading the development having significant scale
advantages and the industry competition pattern gradually becoming clear (CNNIC, 2022). Accord ing to the latest
statistical report on the development of China's Internet network, the scale of Chinese short video users is growing
significantly and the market is still set to develop further. As of December 2020, the size of China's Int ernet short
video users reached 722 million people, and the size of short video users is expected to reach809 million in 2021,
which will continue to be on the rise in the future (see Figure 1).
As can be seen from the chart, the development of China's short -form video industry has continued to gain
momentum, and although the growth rate has shown a downward trend in recent years due to a combination of
factors, it is also showing signs of rebound in 2022. With the decline in mobile traffic price s in the 4G era, the
further spread of 5G communications, the development of artificial intelligence and big data technologies will
provide new support f or short-form video platforms, coupled with the strengthening of state regulation of the
industry and the increased scrutiny of short-form video posting content by platforms. During the sedimentation
period of the development of the short v ideo industry, its quality and content will become more standardized while
showing diversif ication and high-quality development. In addition, the short-form video industry continues to grow
in terms of the number of users while its industry revenue continues to grow as well. According to reports, in 2019
China's short video market size reached 82.82 billion yuan, a year-on-year growth of 608.5%, in 2020 the short
video market size of 140.83-billion-yuan, year-on-year growth rate still remains at 70%, in 2020-2022 short video
market size is st ill growing at a faster rate, forecast 2025 China's short video industry market siz e is expected to
approach 600 billion yuan (See Figure 2). Short video market will guide the direction of the development of new
media market (Tencent News, 2017).
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
In addition, the development of the gaming industry cannot be separat ed from the influence and support of the
short video industry, which provides a wider publicity role f or the content and virtual props sold by various gaming
companies, enabling more players and consumers t o have a faster and more complete understanding of the relevant
virtual prop products. Compared to pure game players and non-game players, game consumers who like to pay
attention to short game videos will spend more on buying virtual in-game props. Influenced by some famous game
hosts and professional players who live or make short videos, they tend to have a stronger interest in games. In
order to get a better gaming experience, spending on in-game virtual items is driven by increased self-identity,
increased self-efficacy, increased social connections. The market situation of the game industry in recent years is
generally positively correlated with the development of the short video industry (see Figure 3). A set of dimensions
can be identified in the literature, which can be used t o characterize and differentiate the various perspectives on
consumer research.
Figure 3. 2017-2025 actual sales revenue and forecast of Chinese game market.
Source: China industry information network.
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games. d) Examines and compares the role of short game videos in promoting games and the role of player-
consumer gaming experiences in influencing university students as a consumer group.
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players and users, allowing consumers to experience game-related products from a more immersive perspective,
thus generating good game experience and perceived value difference. Customer value, also known as cust omer
perceived value, refers to the difference between customers' perce ived evaluation of product benefits and product
costs. The cognition of the consumer determines whether he feels the sufficient value provided by the product or
service when he pays a certain price. If the customer doesn't t hink he's paying enough to match the effect of the
product he's getting, he'll regret the purchase (GeekTonight, 2022). According to the above literature, the following
hypotheses can be established in this study:
H1a. The serviceability of short video features positively affects consumers sense of pleasure on game experience.
H1b. The serviceability of short video features positively affects consumers emotional value difference.
Validity refers to the feature that a product can help users solve certain problems quickly and conveniently.
Chu found that usability of short videos positively affects the use of game items and consumers' purchase intention
(Chu, Liu, Li, & Lei, 2021). When players find the elements of the video presentation easy to understand and the
short video software easy to use, they are more likely to purchase virtual items in the relevant game. validity is a
core concept of usability. It includes all the user experience (UX) elements that relate to how easy it is for users to
learn, discover content, and do more with the design of product. In UX design, usability is the minimum
requirement for any successful product, but good usability alone does not guarantee market success. However, if a
business creates an interface that is easy to use, emotional design can be used to some extent to help users
understand the product better, and thus create a desire to buy (International Design Foundation, 2021). As
customers prefer websites which are easier to use, website usability is a quality factor and at the same time an
important antecedent of customer satisfaction during and after use. Website usability remains an important concept
or research and design, so far as websites are the most popular access point used by consumers to access e-services
(Dabrowsk i, 2014). Typical findings of relevant studies show that consumers' belief in perceived risk, perceived
usefulness, ease of use and trust in related network technologies affect online purchase intention. The research
above focuses on the factors that influence consumers' decision t o adopt online shopping, e ither in combination with
or as an alternative to traditional retail shopping. What is missing from this series of studies is the phenomenon of
interest in how the content of beliefs relates to human behavior (e.g., online shopping), rather than the belief in the
technology itself (e.g., perceived usefulness, ease of use) that influences intent and behavior (Girish, 2011). Since
short video is a new media inf ormation d issemination method with ease of use, the f ollowing assumptions can be
made in this study:
H2a. Validity has a positive effect on consumers sense of pleasure on game experience.
H2b. Validity has a positive effect on consumers emotional value difference.
Online gamers can form meaningful relationships with other gamers and change these relationships. Digital
games can create a social environment where people can make meaningful connections and form different
relationships, with male gamers tending to make friends in a gaming environment. Female gamers were more likely
to form relationships in realistic settings in realistic settings. On the other hand, accord ing to a qualitative study,
gamers were f ound to prefer to play in isolation for a few hours, putting their social relationships aside and playing
in isolation for a few hours, but they put their social relationships with friends and family aside in the gaming
environment (Jansz & Martens, 2005). They also reported that 80% of the 912 gamers preferred to play with their
friends. This proves that gamers prefer to play games with their friends and family, yet research in the same study
showed that only a quarter (26.3%) of the 912 gamers played online games with their family and real-life friends.
Family members and real-life friends play online games together. Playing games with family members may lead to
more cooperation and relatedness. On the other hand, in Peters and Malesky Jr (2008) study, it was found that
there were many gamers who l ooked for social relationships in the gaming environment. Gamers who seek out
social relationships in a gaming environment may have problems forming social relationships in real-life settings.
As a result, they may avoid face-to-face contact. In their research in their study of World of Warcraft gamers found
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
that some gamers may have problems with rejection in the real world. rejection and as a result they tend to seek
social contact in a safer environment (Peters & Malesky Jr, 2008). Some researchers claim that personal traits play
an important role in gaming preferences and social interactions (Park, Song, & Teng, 2011; Sheeks & Birchmeier,
2007). Sheeks and Birchmeier (2007) support the idea that individuals who exhibit higher levels of shyness may
show "better friendship quality" with online friends. On the other hand, according to Park, 'agreeableness' and
'extraversion' are considered to be 'strong motivational predictors' of playing online games playing online games.
Extraversion is one of five core traits characterized by 'sociability', and 'talkativeness' (Jeng & Teng, 2008). Fang
and Zhu also support the idea that digital gamers with high extraversion scores will enjoy playing games that
require a l ot of social interaction. If people support that the games, they play offer opportunities for social
interaction. If people support that the games they play offer opportunities for social interaction, and if they value
these opportunities highly, then they will be motivated to play this type of game . Based on the above literature
survey, the following assumptions can be assumed:
H3a. Interactivity has a positive effect on consumers game experience.
H3b. Interactivity has a positive effect on consumers’ emotional difference.
H4a. Sociability has a positive effect on consumers game experience.
H4b. Sociability has a positive effect on consumers’ emotional difference.
Influence ability also called Opinion leadership is the ability of a person to informally shape the attitudes,
opinions, and public behavior of others. An opinion leader is a person who is able to change the attitudes, opinions
or behavior of his or her followers because of his or her ability (knowledge), personal traits or expertise. In the
business world, opinion leaders, also called opinion leaders, can attract consu mers to a good by marketing and
presenting that good, but also electronic virtual produ cts, su ch as v irtual props for games (Katz, 1957). However,
Gnambs and Batinic (2013) demonstrate that for an op inion leadership to have a real impact on his/her foll owers, it
is not enough to have competence or knowledge, they also show that the opinion leadership must also have specific
competencies and independent dominant personality traits such as an influencer (Gnambs & Batinic, 2013). For
today's society, people are becoming more and more knowledgeable and knowledge and competencies are b ecoming
less and less influential for today's consumers who want to promote their products through opinion leaders, the way
in which the promotion is d one and the message is expressed is becom ing more and more imp ortant, for example,
when a brand wants to promote its own produ cts, the number of followers or l ikes determines the influence, images,
comments or opinions one re ceives, anyone can With the freedom to post their opinions through different types of
word of mouth, such as reviews, recommendations and likes, anyone can become an opinion leader, even in cases
where they are not an expert (Turcotte, York, Irving, Scholl, & Pingree, 2015). Although this strategy has been
successful in terms of communication when launching new produ cts, this does not mean that actual sales revenue is
secured (Lin, Bruning, & Swarna, 2018). For the short video industry, the social aspect in video application s is the
perceived value of the benefits gained from communication between users through effective communica tion, such as
gaining re cognition from others (Zhang, Lu, & Xiang, 2017). In addition, Zhang, Tang, and Wang (2015) found
that the social attributes of sh ort videos allow professional organizations to have a personified image and be able to
express anthropomorphic messages, thus removing the psychological d istance between the user and the medium or
organization (Zhang et al., 2015).
Based on the above research survey literature, the following hypotheses can be assumed:
H5a. Influenceability has a positive effect on consumers game experience.
H5b. Influenceability has a positive effect on consumers’ emotional difference.
2.2.2. The Moderating Effect of Gaming Experience on University Students' Purchase of Virtual Gaming Products
The concept of the game experience encompasses not only the gameplay, but also the game itself and its
influences. It is the game itself, the way it is presented, its style, the interactions within the community, the nature
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
of the community itself, and the way the game influences the player's understanding of other games, other media
and the rest of the world (Lynn, 2012). The game experience can be divided into two parts: user pleasure and user
perceived value difference. User pleasure is mainly su mmarized as the positive physiological and psychological
response of the user during the experience of the game, which has a positive effect on the organism and reacts to the
object itself. By contrast, object emotional differences describe the effect that differences in brain structure or
factors such as culture, upbringing and environment have on the perception of humans. Interindividual variability is
usually regarded as a source of noise for research. However, in recent years, it has become an interesting source to
study sensory mechanisms and understand human behavior (Abramson, Seligman, & Teasdale, 1978). In addition,
studies have shown that pleasure emphasizes the experience of emotional arousal when players or ordinary users
watch short videos, specifically in the form of novel content, interesting presentation, and plot, etc., which makes
users have a good immersion experience. Lavie argues that good aesthetic design is more likely to be liked by users
in an e-tailing environment and to enhance their emotional engagement (Lavie & Tractinsky, 2004). As opposed to
virtual products, positive emotions are directly proportional to the willingness to buy, which can be understood in
the field of short videos as the higher the player's pleasure after watching a video, the more likely he is to buy the
relevant game product (Hassanein & Head, 2007). Based on the above literature research, the hypothesis can be
assumed:
H6: Game experience has a positive moderating effect on the external stimulus promoting consumers t o buy game virtual
products.
H7: Consumer emotional value difference has a positive moderating effect on the external stimulus promoting consumers to
buy game virtual products Research model:
Figure 4 illustrates the relationship between the effects of the elements using the S-O-R research model.
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
3. METHODOLOGY
3.1. Research Methods
This thesis was conducted using a documentary research me thod, descriptive and interpretive research
methods. In addition, data needed for academic research was collected through data collection methods and the
design of a self-administered questionnaire. Regard ing this range of research methods, the d ocumentary research
and descriptive methods were able to describe the development of the short video industry in general and the
context of the research study. The collection of relevant data from the questionnaire was used t o test the validity of
a series of hypotheses made by reliability tests. A self-administered questionnaire was designed to collect the
opinions of people from all walks of l ife on the research and to understand the impact of short game videos on users'
willingness to purchase virtual products.
Through the analysis of the causal relationship between variables, the moderating effect of gaming experience
on the relationship between the independent and dependent variables is introduced. After clarifying what the
variables consist of, the paper then uses the SOR model to illustrate the influence of the independent variable, i.e.
the six external stimuli brought by the short game videos to consumers, on the dependent variable, i.e. consumers'
willingness to purchase v irtual products. Finally, by using data analysis software su ch as SPSS and Excel, the paper
draws conclusions and draws relevant insights and suggestions f or the development of the industry through the
analysis of data such as plausibility analysis, regression analysis, calculation of mean and variance respectively.
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
4. FINDINGS
4.1. Descriptive Statistics
In the sample, there are 226 questionnaires collected from game consu mers. However, 20 questionnaires are
invalid, there are 206 questionnaires can reflect the condition of game consumers’ attitude of game short video and
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
game consumption. Among them, Male accounts for 44.2% while Female accounts for 55.8 %. The number of male
consu mers is 91 and the number of female consumers is 115. From the statistics collected from different area in
China, it can reflect that Female consumers are a l ittle more than the Male consu mers, most of them are over 30
years old while some of them are between 20-24 years old, ranking as the se cond largest groups among these
consu mers. As for the academic education level, the undergraduate accounts for 57.3% with the number of 118, the
junior college accounts for 30.6% with the number of 63, this number is 20% lower than the undergraduate
consu mers. Among those respondents, 65 people were in the business and management or statistics se ctor,
accounting for 31.6% of the total, while 17 people were in the electronic technology se ctor and 10 were in the
chemical industry. There were also 114 people in other professions, accounting for the largest proportion of the
total, at 55.3%. When it comes to respondents' opinions on game consumption and on short game videos, the
situation has little to do with respondents' education and job occupation. Accord ing t o the survey, although most of
the respondents have more than f our years of ga ming experience, accounting for 45.1% of the total number of
respondents, this group still has a conservative concept of game top-ups, with 63.6% of respondents whose average
monthly top-ups do not exceed 100 Yuan, higher than those who spend more than 100 Yuan per month by about
27%. Besides, the weekly gaming time of those surveyed was mainly concentrated in less than one hour, f ollowed
mostly by those who had more than five hours of gaming experience per week. In addition, 47.1% of the
respondents liked design and cultivation games and 21.8% liked MOBA games, ranking in the top t wo of all games,
in addition to racing games and shoot ing games. To understand and study the impact of short game videos on
gaming consumer behavior it is necessary to identify consumers' motivations for spending money on games and
consu mers' perceptions of whether short game videos promote gamers to spend more money on games. Accord ing
to the survey results, about 52.4% of the 108 consumers spend money on games just for relaxation and pleasure.
The reason for 74 consumers to spend money on games is to enhance their strength in the game and to have a
better gaming experience, which is about 35.9%.
Table 1 presents the descriptive statistics analysis results.
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
Through the analysis of mean data, it can be seen that there are more women surveyed, and most of the
respondents are between 25 and 30 years old, and their education level is mainly concentrated in the undergrad uate
stage. The mean data of the above three items are 1.56, 2.84 and 1.83 respectively. On average, respondents spent
about 100-150 yuan per month on games, but those who spent less than 50 yuan spent the most. Among them,
there is a large base of people with 3-4 years of gaming experience. This group of people has about 2 hours of
gaming time per week on average, so they can be identified as preliminary game enthusiasts. Over the past few
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years, gaming has grown to become one of the largest entertainment media in the world, surpassing b ooks and
music, and it is expected to continue to grow in the coming years (Penn, 2021). The mean values of the above two
items are 2.77 and 2.41, respectively. Last but not least, consu mers are influenced by short video of games to
recharge their accounts. Firstly, among 226 respondents, the most popular type of game is game of design and
development, and consumers buy virtual products of games f or the purpose of relaxation and better game
experience. The number of respondents who think that new media such as short game videos have an influence on
the purchase of game virtual products is the largest, but not large. However, due to the deviation degree of the
answers to the above three questions, it can be believed that consumers of different groups have different views on
the influence of new media industry on the development of game virtual products.
Table 2 presents the descriptive and eigenvalue result analysis.
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
based on the magnitude of the sig value. At a 95% conf idence level, the sig result obtained for each age group of
consu mers is 0.0001, which is less than the typical value of 0.05 for an implausible interval (Carmona, 2009).
Therefore, this research study is valid.
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Table 5. Continue….
Variable S1 V x S1 S2 I1 I1 x S1 I2 I2 x S2
S1 1
V x S1 0.710** 1
0
S2 0.619** 0.641** 1
0 0
I1 0.608** 0.657** 0.697** 1
0 0 0
I1 x S1 0.652** 0.742** 0.682** 0.742** 1
0 0 0 0
I2 0.564** 0.591** 0.507** 0.564** 0.473** 1
0 0 0 0 0 0
Note: I1 interactivity, S1 serviceability, S2 sociability, V validity, I2 influenceability.
** indicate that the regression coefficients ar e significant at confidence levels of 5% respectively.
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Journal of Asian Business Strategy, 2024, 14(1): 39-60
sociality and interactivity and the variables of gender, education level, and occupation of the respondents is weak.
Finally, regarding the influence of opinion leaders on consumers' purchase of v irtual gaming products. Beta values
of this item show that the coefficients of education level and average monthly gaming investment level are positive
at β=0.173 and β=0.112 respectively, proving that people with higher education level and higher average monthly
income re cognize the role of opinion leaders in the field of short video, and these two factors are positively
correlated. In addition, the older the respondents are, the less likely they tend to recognize the meaning of the term
opinion leader or to agree that opinion leaders had a positive effect on their willingness to game consu mption.
Likewise, the moderating effect of external agents is equally important, with differences in consumers' gaming
experiences and perce ived value having an impact on their willingness to consume games. According to the
analysis, consumers' age β = -0.146, indicating that this item is negatively related to consumers' willingness to top
up their game. It is alleged by the surveys that players' willingness to buy virtual products for games is influenced
by factors such as age (Girish, 2013). Teenagers, being more sensitive to external stimuli, are prone to t he problem
of large differences in perceived value and will be more l ikely to be willing to purchase in pursuit of a gaming
experience. Conversely, as they grow older, mature adult consumers will we igh more factors, thus reducing the
impact of perceived value differences on their emotions and purchasing virtual gaming products more rationally to
gain a better gaming experience. Thus, the Durbin-Watson figure of this group is 2.019 and 1.980. The sig number
p=0.12>0.05, p=0.000<0.01. From the result, it can be concluded that this part of Regression Analysis is valid and
the organism factor moderating effect do have an influence on the consu mers’ game purchase intention. H5a, H5b
are not supported while H6 H7 are supported.
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(1) This study demonstrates that there is a positive or negative relationship between the five characteristics of
short game vide os and consumers' willingness to purchase virtual products in games. Two of the characteristics,
usability and availability, are positively correlated with the willingness to p urchase, regardless of the age and
education level of the consumers. Sociality, interactivity and opinion leadership are not signif icantly correlated with
purchase intentions, but still have an impact on the purchase intentions of younger consumers under the age of 30.
(2) In this study, the effects of short video games were segmented into five major features, namely Validity,
Serviceability, Interactivity, Sociability and Influenceability. Compared with previous studies on short video
industry, the paper describes its influence on the game industry in more detail, and explores its influence on
consu mers' willingness to buy game virtual products. It innovatively constru cts relevant theoretical models and
draws relatively scientific conclusions with the help of data processing software.
(3) The results of this study show that the influence of short game videos has a relative influence on consumers'
purchase of virtual items in games. However, the research results also prove that the influence of short v ideo on
game influenceability is not signif icant on consumers' willingness to purchase virtual items in games, and even has a
negative correlation with the increasing age of respondents. However, from the perspective of educati on level,
opinions expressed by opinion leaders in short v ideos have a positive correlation with consu mers' purchase of game
virtual products.
(4) According t o the results of this study, consumers' game experience and individual perception differences
have a moderating effect on consumers' willingness to buy game virtual products.
This finding can also be supported by some previous research. It is alleged by relevant psychologists that a
sense of achievement is an important factor that can satisfy their competence needs. A sense of achievement is a
strong positive feeling that can be obtained during the playing of a video game, and wh en users experience a sense
of self-efficacy, their needs can be satisfied and the desire to consume can be created (Skhirtladze, Van Petegem,
Javakhishvili, Schwartz, & Luyckx, 2019). The survey also points out that the perceived difference in value that can
create a psychological gap in playing video games can lead to a desire to challenge oneself, and that players are
more likely to increase their spending on games in order to improve their strength in the game. However, this
type of consumption is more likely to be seen in teenagers, with adult consu mers being more rational and
restrained (Ratan & Sah, 2015). This study concludes that teenage consumers are more likely to purchase virtual
products based on the moderating effect of game experience and perceived value differences.
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the short video industry, the novelty and comprehensiveness of the content is important to promote its
development. In order to occupy more market share, the content of game segment videos should meet the needs of
consu mers and cover a wide enough area to attract more vie wers, given the rapid development of the Internet in
modern society and the variety of online games. In addition, short video software developers can classify different
games according to their genres to facil itate consumers to find their favorite content and reduce the tedious search
process for a better using experience.
For the game industry, game developers should focus on developing team-based game models. It has been
proved that playing in a team can stimulate players' sense of teamwork and responsibility. When comparing with
single-player games, it can be found that these players pay more attention to improving their own strengths in the
game, and they will be more willing to buy virtual products in the game. Similarly, the development of game
industry should also pay attention to the importance of communication, which should not be li mited to the
communication between players within the game. This kind of communication should not only be limited to the
communication between players within the game, but also the exchange of experience between variou s games, so
that they can learn from each other the strengths of different kinds of games and turn them into their own u se. This
kind of communication should be based on the premise of not hurting the interests of each game company, which
will not only bring different experiences to game players, but also promote the prosperous development of this
industry.
Finally, for game consumers, game players should consume game virtual products rationally and should not
produce addiction psychol ogy. Game virtual products have the same properties as other commodities, but they are
not necessities of l ife, so they should buy game virtual products within the cond ition of their own economic
strength. In addition, consu mers should have the ability to rationally analyze the works of variou s game bloggers
and short video makers, and make purchase decisions after fully referring to the opinions of opinion leaders in the
industry.
6. CONCLUSION
6.1. Conclusions
The purpose of this study is to study the influence of short video features on consumers' willingness to buy
game virtual products, and the moderating effect of external stimuli su ch as consu mers' differences in game
experience and perceived value on their willingness to buy game virtual products. Through a series of literature
research and relevant data analysis and processing, this study conf irms that some features of short game vide os will
not have a significant impact on consumers' purchase behavior, but most features will lead consumers to consume
games. Features su ch as Validity and Serviceability, Interactivity, and Sociability are positively correlated with
consu mers' willingness on consu mption, but Influenceability is not significantly correlated with consumers'
willingness to buy. In addition, the game experience of consu mers has a significant moderating effect, and the
perceived value difference also has an important impact on their purchase behavior. When consu mers' perceived
value difference is positive, consumers' game experience can promote their purchase of game virtual products.
When the perceived value difference is negative, it will reduce the willingness of consu mers t o purchase game
virtual products.
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consu mers' personal willingness to purchase virtual products of games and does not involve the study of willingness
to purchase other products. The find ings of this study do not necessarily ap ply to commod ities such as daily
necessities, electronic products, clothing, and apparel.
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The study presents several theoretical insights: it confirms the significant positive correlation between certain features of short game videos and consumer purchasing behavior. Usability and availability positively affect willingness to purchase, though influenceability lacks significance. The role of consumer game experience and perceived value difference is underscored as critical factors impacting purchasing behavior .
The perception of value significantly influences consumer behavior and purchasing decisions. A positive perceived value difference fosters a favorable game experience that motivates consumers to purchase virtual products to enhance their game experience. Conversely, a negative perceived value can deter purchases, demonstrating the critical role of perceived value in shaping consumer behavior .
Game experience and perceived value differences significantly moderate consumers' willingness to buy virtual products. A positive perceived value difference enhances purchase behavior, while a negative one reduces it. A good gaming experience encourages players to enhance their positions within the game, fostering a continued interest in purchasing virtual products .
The study's limitations include using online data collection, which may be affected by respondents' knowledge and cognitive ability regarding the questionnaire, possibly leading to subjective cognitive errors. It also focuses solely on the gaming industry's influence on virtual product purchases, excluding other commodities. These limitations could skew the findings and restrict the generalizability of the results beyond the game industry context .
The study suggests that new media's rapid technological advancement has altered social behaviors, including work and play, beyond previous eras. It highlights the importance for game consumers to consume rationally, analyzing industry opinions comprehensively, which reflects broader societal changes fostered by these new media platforms .
Consumers with higher educational levels have an increased demand for social and interactive features in games. These consumers are less negatively affected by gaming and have more opportunities to make friends through the gaming industry. The educated group is more enthusiastic about using gaming as a platform to build broader social networks, and they have more capital at their disposal for purchasing gaming products .
The study demonstrates that usability and availability of short game videos are positively correlated with consumers' willingness to purchase virtual products in games. However, sociality, interactivity, and opinion leadership do not have a significant correlation with purchase intentions, though they impact younger consumers under 30. From an educational perspective, opinions by opinion leaders in short videos positively correlate with consumers’ purchasing behavior .
Consumers should approach the consumption of virtual game products rationally, avoiding addiction and ensuring purchases are within their economic means. They should analyze and consider opinions from a variety of industry sources before making purchase decisions, emphasizing rational analysis over impulsive buying .
Teenagers are more likely to purchase virtual gaming products because of the moderating effect of a positive game experience and perceived value differences. Teens often seek achievement and competence satisfaction, driving them to enhance their gaming strength and spend more on virtual products, whereas adults tend to be more rational and restrained in their consumption .
Consumers over 30 have developed more comprehensive social experiences and rational consumer mindsets, making them less influenced by opinion leaders such as game anchors when purchasing virtual products. In contrast, those in management or with higher education do consider authoritative game video makers' opinions before purchases. This indicates that age diminishes influence, while a higher educational background maintains or enhances it .