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IJRDM
44,11
A real child in a virtual world
Exploring whether children’s participation
in MMORPGs transforms them into
1132 virtual retail shoppers
Monali Hota
Received 10 December 2015
Revised 12 January 2016 IESEG School of Management, Lille, France, and
30 June 2016
18 July 2016
Maud Derbaix
Accepted 18 July 2016 Kedge Business School, Bordeaux, France
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 Gender differences, Motivations, Children, Online games, Social development,
Virtual communities
International Journal of Retail &
Distribution Management Paper type Research paper
Vol. 44 No. 11, 2016
pp. 1132-1148
© Emerald Group Publishing Limited
0959-0552
It is acknowledged that the research data were collected by Marion Chevalier. The authors thank
DOI 10.1108/IJRDM-12-2015-0183 her for her contribution.
Introduction Children’s
Digital and online games are a significant part of today’s world with industry analysts participation
predicting that the global games market will touch close to $100 billion in 2016 (NEWZOO,
2016). In today’s digital world, children are also exposed to a variety of gaming applications
in MMORPGs
that include advergames, virtual worlds, mobile-based game apps and multiplayer online
battle arena’s (i.e. MOBA’s). However, research suggests that commercial massive
multiplayer online games (MMOGs) – online computer games that draw together players 1133
from all over the world – have come to dominate the digital entertainment industry,
particularly for children and adolescents (Magnussen and Misfeldt, 2004; Paraskeva et al.,
2010). “Online games are structured (i.e. closed) environments that are designed around
socialization, fantasy and role playing with clearly defined goals (Eisenbeiss et al., 2012)”.
Modern day online games are known as MMOGs. These make suitable use of advanced
technology with features containing 3D visual representations and are capable of
supporting hundreds or thousands of players simultaneously and are necessarily played
on the internet (Griffiths et al., 2003; Ng and Hastings, 2005; Yee, 2006).
These multiplayer games have now evolved into massively multiplayer online role
playing games (i.e. MMORPG), which are social games that focus more on role playing
rather than the traditional combat and action aspects, a high-growth segment according
to industry reports and analyses. In all, 23 million players interact with each other in
modern day online gaming environments now (Van Geel, 2013), something that has
grown tremendously from 16 million in 2008 (Woodcock, 2008). Research has focussed
attention on studying the scoping of MMORPGs including virtual worlds such as
Lineage and Second Life in the ambit of research (Meredith et al., 2009). But recent
research suggests that all multiplayer online games are not MMORPGs and virtual
worlds are unstructured social and technological environments that are very distinct
from related virtual venues, such as multiplayer online games or virtual communities
(see Eisenbeiss et al., 2012 for a detailed discussion).
Research in other fields such as technical education has directed attention on
children’s online multiplayer games (Paraskeva et al., 2010). Research in the field of
consumer psychology (Rose et al., 2009; van Reijmersdal et al., 2012) has examined some
aspects of children’s and adolescent’s behaviour as consumers of the virtual world
because of their growing numbers. While van Reijmersdal et al. (2012) have investigated
children’s cognitive and affective responses to advergames, Rose et al. (2009) have
investigated the influence of website design on children’s information processing
performance. However, there is a dearth of empirical research on children’s participation
in online multiplayer games in the consumer psychology context that has significant
implications as the following discussion shows. The two inherent characteristics of
MMORPGs, namely the increasing social nature of the games and the tendency of gamers
to engage in virtual purchases for virtual in-game money (Cole and Griffiths, 2007; Lin,
2008) can lead to developments in terms of extending motivations to play online into
virtual retail shopping motivations. This study is an exploratory examination of whether
the increasing participation and online play of children in MMORPGs is leading to the
development of virtual retail shopping motivations and behaviours. This is the first study
looking at children and MMORPGs in the marketing context. So, given the growing
importance of the children’s market and their active role as consumers (influencers and
buyers), it will help us to understand children’s mind-set and motivations for retail
activities in this unique retail setting. Further, it seems theoretically relevant to check the
impact of age-related differences in children’s social and consumer development as well
as gender differences in children’s online gaming on these developments.
IJRDM Theoretical background
44,11 The theoretical foundation for this study is based upon research from a variety of
disciplines and areas including consumer behaviour, developmental psychology, cyber
psychology and virtual communities. Our study aims to check whether children’s
online play and participation in MMORPGs is leading to the development of virtual
retail shopping motivations and behaviour given age related and gender differences.
1134 More specifically we question the possibility that current gaming trends that have led
to the expansion of MMORPGs lead to this development. In order to analyse these
consequences of playing in MMORPGs, we argue that it is necessary to start from
children’s motivations. They will help us understand children’s expectations from the
game experience and the subsequent strategies implemented to achieve the objectives.
Thus, the second part of this literature review examines the basic typology of
motivations to play in MMORPGs as identified with adults – the only current target
analysed. Finally, we discuss children’s social and consumer development as well as
gender differences.
Stages of Social
Development in
Gender
Children
Achievement
Motives
Extended
Current Trends Social Motives Children’s Virtual
in Online Retail Shopping
Games Motivations and
Immersion
Behaviour
Motives
Figure 1.
Added Value Theoretical
Motives framework overview
IJRDM Methodology
44,11 Two different types of qualitative methods were implemented to collect the data – focus
groups and in-depth interviews. The main objective of multiple research phases and
types of data sources is to deepen the understanding of children’s motivations.
Moreover each qualitative method of data collection has unique strengths and
weaknesses, but methodological triangulation and investigator triangulation can
1138 improve the way research questions are answered (Hall and Rist, 1999). So, it was
expected that the use of different types of research methods in the two phases would
serve to lessen their respective drawbacks.
Children between eight and 12 years were selected for both phases of the study from
households representing similar socio-economic classes (i.e. the upper middle class) from
Paris in France, in order to ensure the comparability of data. Further, the children
interviewed in the two phases of research regularly visited MMORPG sites such as Fear,
World of Warcraft and Go Girls Games. Young people have personal, social and
cognitive differences as compared to adults. Thus, while some of the existing research
into adult virtual communities may be applicable, it lacks a developmental lens. That is
why the focus of this study is on the 8-12-year-old range (sample details given in Table I).
Research phases
Focus groups. The first phase of the study consisted of two focus groups of children eight
to 12 years of age, consisting of five persons each, one group for boys and one group for
girls. We follow the advice of Marshall and Flelan (1999) to separate the genders to
ensure the best possible discussion. Focus groups offer an appropriate method for
researchers wanting to study children in their role as consumers, although there could be
a potential problem due to children’s susceptibility to peer group influence (Todd, 2001).
In the specific case of this study, the limitation of peer group influence acting within the
focus group was beneficial, as virtual gaming communities are places where peer
Emerging findings
To illustrate our key findings, we present vignettes or quotations from children across
the two phases of research. Although the focus groups began by asking the students to
design their notion of the perfect online game, we have taken the results from the
second part of the focus group where children have discussed all that they do while
playing their favourite online game. Taken together, the quotations illustrated and
discussed are chosen for their ability to point towards plausible theoretical insights,
through either their representativeness of major themes or, in a few instances, their
distinctiveness. The findings are structured according to four categories: extension of
the typology of children’s motivations to participate in online games given the current
trends in online gaming; support for the primary typology of motivations to participate
in online games in the child context; revealed differences of the typology of motivations
to participate in online games, comparing children with adults; and gender differences
in motivations. Relative attention to these categories is commensurate with our study
goals. Further, all the findings are analysed and interpreted in light of literature on
children’s social and consumer development and gender differences.
Discussion
The data highlights how current trends and issues in online gaming such as the
increasingly social nature of such games and virtual purchases within online games,
can lead to an extension of such motivations into virtual retail shopping motivations.
Indeed the study findings clearly show that these children will begin to display an
increased “teamwork” component of social motivations to participate in online gaming
communities; although with some differences compared to those hypothesized for
adults. These children have the developmental capacity to understand the concepts
outlining such motivations, which are in fact related to relationship building with other
community members (Cole, 1996; Rogoff, 2003; Selman, 1980), but these children have Children’s
an individualistic reasoning behind displaying these group level motivations as it participation
would help them in reaching their individual goals. Further, they will also begin to
display added value motivations reflected in the growing tendency of online gamers to
in MMORPGs
engage in virtual purchases, due to interpersonal influence within the online gaming
environment, as has been hypothesized for adults. Similar to social motivations these
children are able to apprehend the concepts outlining such motivations, which are in 1143
effect related once again to the social aspects of life, the need for consumption in order
to achieve all that, and finally the role of interpersonal influence in consumption
( John, 1999, 2008). Hence, possessions acquired through virtual purchases seem to be of
primary importance for these children while participating in online games, especially
due to peers’ influences inside online gaming communities. By acquiring objects,
children conform to online peers and feel part of the community, just the way that they
do in the real world. That way, children show their differences from the others who are
not part of the group.
Second this study makes an important contribution as the findings challenge the
current adult motivational typology that has been conceptualized and detailed as
mostly applicable across genders (Yee, 2006). There seems indeed to be a huge
distinction between boys’ and girls’ games preferences, as well as motivations to
participate, as there is coherence between the two aspects.
Gender strongly influences children’s motivations to participate in online gaming
communities as stressed in other cyber psychology research on children (Calvert et al.,
2003; Kafai, 1996; Subrahmanyam and Greenfield, 1998). Achievement motives seem to
be of primary importance for children, but the primary motivations are different for
both the genders. Boys need in-game progress and power gains, while girls need social
status enhancement. Similarly, role-playing provides evidence for immersion motives
for boys; whereas it is customization (e.g. through an avatar) for girls. Further, social
motives appear through an increased teamwork dimension, where boys prefer to build
alliances and girls, new relationships, within the game, rather than playing alone.
Added value motives are also displayed through the purchase of virtual tools and
accessories by all children using virtual in-game money. Finally, it can be observed that
achievement motives often underlie the three other types of motives. Hence, although
boys and girls both display added value motives to engage in virtual purchases within
the gaming community, they will engage in different types of purchases due to the
differences in their primary achievement motives as outlined earlier. Children, more
specifically girls, begin to understand the social meanings and status attached to
possessions as explained by impression formation (Baker and Gentry, 1996). They get a
sense of personal achievement through the accumulation of possessions ( John, 1999,
2008). Ultimately, children’s selection of different online games vary according to
gender and this may be well due to differences in what they like doing while playing in
real life that ends up reinforcing gender stereotypes (Calvert et al., 2003).
Managerial implications
First, children between eight and 12 years of age are active consumers (influencers and
buyers) for all companies and current online games that provide virtual in-game money
for different achievements provide the perfect setting for better understanding of
children’s motivations and behaviour regarding virtual retail shopping. So companies
must allow recognition for success by providing specific and recognizable items that
show power in the case of boys and high status in the case of girls.
IJRDM Second, online gaming companies can benefit by taking into account gender
44,11 differences in children’s motivations and the importance of the games’ social
dimensions and interactions when designing online games. First of all, companies must
make a distinction between boys’ and girls’ games as gender conformity appears
important at this age. Also, noting gender differences in motivations to participate in
online games will allow companies to better meet boys’ and girls’ specific expectations.
1144 Companies must create two distinct games since it will allow more gender specificity
into expectations and motives for participation.
Social implications
Virtual worlds and online games such as MMORPGS move children into a world where
the distinction between real life and simulation may not be clear (Subrahmanyam et al.,
2000). Therefore, the effects of playing violent games or leading a virtual life that
encompasses virtual purchases must be understood, as the boundaries between real
and virtual may be blurred.
As discussed earlier, children begin to understand the social meanings and status
attached to possessions and get a sense of personal achievement through the
accumulation of possessions. Interestingly, such shopping and accumulation is
happening in the virtual world due to peer group influence through the extension of
social motives, where boys prefer to build alliances and girls, new relationships, within
the game, rather than playing alone. So it seems logical that boys are engaging in
virtual purchases to show their power to the rest of the online peer group while girls are
similarly demonstrating their high status. Research states that giving children a sense
of self-worth and accomplishment through other means than consumption may be
an effective antidote to the development of materialism (Chaplin and John, 2007). In
the context of online gaming such as MMORPGs, we observe that children use the
acquisition of goods to enhance their self-esteem, which may potentially be an illusive
pursuit for one trying to achieve intrinsic and enduring happiness. Public policy
officials who are looking into the online gaming industry need to take into account
children’s motivations (and potentially gender differences in 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 are social
actors but may well be promoting excessive materialism aided by the formation of
online peer groups.
Conclusion 1145
Despite the criticality of examining whether children’s participation in MMORPGs
children’s mind-set and motivations for retail activities in this unique retail setting,
there has been a dearth of empirical research on this issue. This research contributes to
fill this knowledge gap and results show that children’s motivations to participate in
online gaming are getting extended into very gender-specific virtual retail shopping
motivations due to current gaming trends.
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1148
About the authors
Monali Hota is an Assistant Professor of Marketing at the IESEG School of Management. She
spent eight years in the Indian marketing and advertising industries, before doctoral studies in
Australia. She conducts research on child consumers, in consumer socialization and public policy
areas, with emphasis on cultural issues and theory building. She has published in Journal of
Advertising Research, International Journal of Retail and Distribution Management, European
Advances in Consumer Research, Asia Pacific Advances in Consumer Research, as well as
conference proceedings of the Academy of Marketing Science, the European Marketing
Academy, the Australia New Zealand Marketing Academy, the International Colloquium on Kids
and Retailing, GIKA and CERR. She has also written research proposals and policy notes for
Australian and Indian government agencies such as the NSW Department of Education and
Training and the Indian Ministry of Consumer Affairs. Monali Hota is the corresponding author
and can be contacted at: m.hota@ieseg.fr
Maud Derbaix is an Associate Professor of Marketing at the Kedge Business School, France
and a Member of the Creative Industries Research Group. She holds a PhD in Business
Administration. Her research interests has focussed on consumer behaviour within the context of
arts and cultural activities including live performances, events and heritage. Her works have
been published in Recherche et Applications en Marketing, Psychology & Marketing, Advances in
Consumer Research and Décisions Marketing.
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