Self-Control and In-App-Purchases in Candy Crush Saga™: Self-control in casual games: The relationship between players

Person playing Candy Crush Saga on a smartphone

Casual games and free-to-play games have recently rapidly increased in popularity, perhaps in part because of the success of in-app purchases and micro-transactions as an economic model. While these games are often touted for their success in the gaming market, the effect on players when faced with such frequent purchasing decisions in-game is not well-studied. In this project, we conducted a Mechanical Turk study on a popular casual game, Candy Crush Saga™, to investigate various factors impacting player behaviour, with a specific focus on self-control. Our study reveals that the amount players spend on in-app purchases is correlated with lower levels of self-control.

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