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A real child in a virtual world: Exploring whether children’s participation in MMORPGs transforms them into virtual retail shoppers

Monali Hota (IESEG School of Management, Lille, France)
Maud Derbaix (Kedge Business School, Bordeaux, France)

International Journal of Retail & Distribution Management

ISSN: 0959-0552

Article publication date: 14 November 2016

943

Abstract

Purpose

The purpose of this paper is to examine whether children’s online play and participation in massively multiplayer online role playing games (MMORPGs) is leading to the development of virtual retail shopping motivations and behaviours. This exploratory study also examines the influence of age-related differences in children’s social and consumer development vs adults and gender on this.

Design/methodology/approach

The study was conducted using two focus groups and ten in-depth interviews with 20 French children between the ages of eight and 12 years.

Findings

Results show that children’s online play and participation in MMORPG communities is leading to the development of virtual retail shopping motivations and behaviour through the purchase of virtual tools and accessories by all children using virtual in-game money. But these motivations are very gender specific due to the overarching importance of gender-specific motivations for achievement. Boys engage in virtual retail shopping because they need in-game progress and power gains, while girls engage in virtual retail shopping because they need social status enhancement.

Research limitations/implications

Research should be conducted on children in different age groups. All aspects of the process and consequences of children’s participation in online gaming communities should be examined more comprehensively. Quantitative research is required. Results may also vary with country and cultural context.

Practical implications

First, children between eight and 12 years of age are active consumers (influencers and buyers) for all companies. MMORPGs provide the perfect setting for better understanding of children’s motivations and behaviour regarding virtual retail shopping because they provide virtual in-game money for different achievements that children use to engage in such behaviour. Second, MMORPG companies can benefit by taking into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when designing the games.

Social implications

First, the risks of playing computer games for children in terms of playing violent games and leading a virtual life must be considered and studied carefully by public policy officials. Second, public policy officials that look into online gaming should take into account gender differences in children’s motivations and the importance of the games’ social dimensions and interactions when monitoring online games. These are issues that are not only developing children’s abilities as social actors but may well be promoting excessive materialism aided by the formation of online peer groups.

Originality/value

This is the first study on children’s online play and participation in MMORPGs in the consumer context and will help us to understand children’s mind-set and motivations for retail activities in this unique retail setting. The study results show that children’s online play and participation in MMORPGs is leading to the development of virtual retail shopping motivations and behaviour that are very gender specific unlike adults.

Keywords

Acknowledgements

It is acknowledged that the research data were collected by Marion Chevalier. The authors thank her for her contribution.

Citation

Hota, M. and Derbaix, M. (2016), "A real child in a virtual world: Exploring whether children’s participation in MMORPGs transforms them into virtual retail shoppers", International Journal of Retail & Distribution Management, Vol. 44 No. 11, pp. 1132-1148. https://doi.org/10.1108/IJRDM-12-2015-0183

Publisher

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Emerald Group Publishing Limited

Copyright © 2016, Emerald Group Publishing Limited

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