@inproceedings{4bfc2cbb465448909c48457fab933fc4,
title = "Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite",
abstract = "This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.",
keywords = "fortnite, identifiability, in-game purchase, self-disclosure, self-presence, self-presentation, spending motivation",
author = "Lingyuan Li and Guo Freeman and Wohn, {Donghee Yvette}",
note = "Publisher Copyright: {\textcopyright} 2020 ACM.; 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 ; Conference date: 02-11-2020 Through 04-11-2020",
year = "2020",
month = nov,
day = "2",
doi = "10.1145/3410404.3414262",
language = "English (US)",
series = "CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play",
publisher = "Association for Computing Machinery, Inc",
pages = "71--80",
booktitle = "CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play",
}