In-Game Purchases and Event Features of Mobile Social Games in Japan

  • Shibuya A
  • Teramoto M
  • Shoun A
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Abstract

The mobile social game market is expanding rapidly, and this study analyzed in-game purchases and limited-time event features of 31 popular mobile social games selected by young people (N = 2660) in Japan during November 2013. The results showed that in-game purchases were provided in 97% (30 games) of 31 games, and at least one of event features was found in 90% (28 games) of the games. Among the in-game purchases, gacha, roulette or lottery was one of the most frequent categories, and the payments for restoring stamina or health or for proceeding with the story was the other most frequent category. Both categories were found in 87% (27 games) of the games. Among the limited-time only event features, the limited-time only gacha was the most common and found in 84% (26 games), and the most expensive limited-time only gacha was more likely to be more expensive than the most expensive normal gacha.

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APA

Shibuya, A., Teramoto, M., & Shoun, A. (2016). In-Game Purchases and Event Features of Mobile Social Games in Japan. In Transnational Contexts of Development History, Sociality, and Society of Play (pp. 95–122). Springer International Publishing. https://doi.org/10.1007/978-3-319-43820-7_4

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