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Povezanost sindroma prevaranta z nakupi v videoigrah : magistrsko delo
ID Robey, Sasha (Author), ID Burger, Anže (Mentor) More about this mentor... This link opens in a new window

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Abstract
Magistrsko delo obravnava sindrom prevaranta v kontekstu igranja videoiger in preučuje njegovo povezavo z nakupi vsebin znotraj iger (mikrotransakcije). Rezultati raziskave, izvedene na globalnem angleško govorečem vzorcu igralcev videoiger (n = 473), z večinskim deležem anketirancev iz ZDA in Združenega Kraljestva, so pokazali, da je skoraj polovica igralcev doživljala vsaj zmerno obliko sindroma prevaranta, pri čemer je petina doživljala pogosto ali intenzivno obliko sindroma prevaranta. Na izraženost so pomembno vplivali spol in izobrazba, medtem ko starost, zaposlitev ter vedenjski vzorci igranja (npr. igralna platforma, žanr iger in pogostost igranja med drugimi) niso imeli statistično značilnega učinka. Igralci z višjo (s pogosto ali z intenzivno) izraženostjo sindroma prevaranta niso pogosteje opravljali nakupov znotraj iger ali več zapravljali za tovrstne nakupe, so pa kazali več notranjih motivov za nakupe iz potrebe po potrditvi in več negativnih nakupnih čustev, kot so še vedno prisoten dvom v lastne kompetence, sram ter krivda. Raziskava prispeva k razumevanju sindroma prevaranta v digitalnih nakupnih okoljih in odpira možnosti za nadaljnje raziskave ter razvoj podpornih strategij.

Language:Slovenian
Keywords:sindrom prevaranta, nakupi znotraj videoiger, mikrotransakcije, videoigre, igričarji
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FDV - Faculty of Social Sciences
Place of publishing:Ljubljana
Publisher:S. Robey
Year:2025
Number of pages:1 spletni vir (1 datoteka PDF (97 str.))
PID:20.500.12556/RUL-171337 This link opens in a new window
UDC:159.97:794-028.23(043.2)
COBISS.SI-ID:248914179 This link opens in a new window
Publication date in RUL:23.08.2025
Views:349
Downloads:97
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Secondary language

Language:English
Title:The relationship between impostor syndrome and in-game purchases
Abstract:
The master's thesis addresses the impostor syndrome in the context of video game playing and examines its connection with in-game purchases (microtransactions). The results of a study conducted on a global English-speaking sample of video game players (n = 473), with the majority of respondents from the United States and the United Kingdom, showed that nearly half of the players experienced at least a moderate form of the impostor phenomenon, with one-fifth experiencing it frequently or intensely. Gender and education significantly influenced the intensity of the phenomenon, while age, employment status, and gaming behaviour patterns (e.g., gaming platform, game genre, and frequency of play among others) did not have a statistically significant effect. Players with higher (frequent or intense) levels of the impostor phenomenon did not make in-game purchases more often or spend more on such purchases; however, they exhibited stronger internal motivations for purchasing related to the need for competences validation and experienced more negative purchasing emotions, such as lingering self-doubt, shame, and guilt. The study contributes to the understanding of the impostor phenomenon in digital purchasing environments and opens possibilities for further research and the development of supportive strategies.

Keywords:impostor phenomenon, in-game purchases, microtransactions, video games, gamers

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