Host: Japan Society for Fuzzy Theory and Intelligent Info rmatics (SOFT)
Name : 41th Fuzzy System Symposium
Number : 41
Location : [in Japanese]
Date : September 03, 2025 - September 05, 2025
While User Generated Content (UGC) has been studied as a marketing tool since the Web 2.0 era, empirical research in the gaming sector remains scarce. Concurrently, existing studies on in-game purchases primarily focus on game systems, characters, and loot boxes, with limited attention to UGC's impact on mobile game purchase behavior. This study investigates Chinese mobile game consumers through a questionnaire survey (May-June 2025), examining how UGC influences purchase behavior based on Sheth's theory of consumption values. Key variables include functional/emotional/social value of UGC, attitudes toward UGC, adoption intention, and purchasing behavior.