Abstract
<p>Microtransactions and loot boxes have become a defining feature of digital gaming, but what truly motivates players to spend money? This study provides empirically grounded answers: based on an online survey of 141 participants, André Kaufmann systematically examines gratifications, player types, and sociodemographic factors influencing purchasing behaviour. Using correlation analyses, Mann-Whitney U tests, and chi-square tests, he demonstrates that neither player type, age, income nor education level has a statistically significant effect on loot box purchases. The work addresses communication and media scholars, game studies researchers, and industry practitioners.</p>
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Keywords
loot
player
tests
microtransactions
boxes