The explanation, supported by the set of studies, is that paying for the item builds a sense of ownership, and people have more positive feelings toward experiences using items they own.
In the studies, the purchased outfit was non-functional since the provider did not claim the item by itself would improve the player’s performance on the video game. The purchasers’ perceptions tended to be that game play was more enjoyable, but the evidence is that this was due to feelings of item ownership, not objectively better game scores.
Although enjoying an item more because we’ve paid for it seems to go against good economic sense, not all the rules of ownership were violated. In the studies, the effect held better when there was interoperability—the purchased outfit could be used across online games. We want to be able to employ what we own in a number of different situations.
Together, these findings have implications for marketers who want to improve the attractiveness of their virtual goods, whether for use in video games or other online activities. Offer distinguishing alternatives for a fee rather than giving them away at no cost, and, to the maximum degree possible, provide interoperability across virtual worlds, social media sites, and system platforms.
The researchers did not assess whether the amount of item cost made a difference. But another set of studies suggests that even a nominal fee can have advantages and for reasons other than a sense of ownership: Consumers were more likely to upgrade from an 8-inch cake to a 10-inch cake when they had been told the upgrade cost 1¢ compared to when they had been told the upgrade was free. Parallel findings held for other types of merchandise as well.
After analyzing the shoppers’ reasoning, the researchers concluded that the token cost made it easier for shoppers to appreciate the value of the deal when compared to the price of the regular version. Zero doesn’t serve well as a shopper’s anchor for analyzing the magnitude of a difference.
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