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Exploring gamers' crowdsourcing engagement in Pokémon Go communities

Shavneet Sharma (School of Business and Management, The University of the South Pacific, Suva, Fiji)
Neale Slack (The University of the South Pacific, Suva, Fiji)
Kritika Devi (The University of the South Pacific, Suva, Fiji)
Tuma Greig (The University of the South Pacific, Suva, Fiji)
Samantha Naidu (The University of the South Pacific, Suva, Fiji)

The TQM Journal

ISSN: 1754-2731

Article publication date: 7 December 2021

336

Abstract

Purpose

With the increasing popularity of online games like Pokémon Go, a new wave of crowdsourcing communities have emerged, allowing gamers to collaborate, communicate and share useful game-related information. This paper aims to examine the factors that influence gamers' crowdsourcing behaviour.

Design/methodology/approach

A conceptual framework is developed that combines the DeLone & McLean model, self-determination theory, and different levels of engagement behaviour. The online survey collected 371 responses that were analysed using Covariance Based Structural Equation Modelling (CB-SEM).

Findings

The results show that extrinsic and intrinsic motivation positively influenced gamers' crowdsourcing engagement intention. System quality and information quality were also confirmed to be positively associated with gamers' crowdsourcing engagement intention. Furthermore, crowdsourcing engagement intention was found to be positively associated with crowdsourcing content consumption, contribution, and creation.

Practical implications

The findings of this study are useful for the owners of Pokémon Go and other gaming-related crowdsourcing platforms in devising tailored strategies to increase the crowdsourcing engagement of gamers.

Originality/value

This study provides the first empirical evidence of factors motivating online gamers' crowdsourcing intention. This study also presents novel insight into online gamers' crowdsourcing intention by combining diverse theories which offer different perspectives and a more comprehensive understanding of the phenomenon. Contribution to the research on the intention-behaviour gap by modelling three behavioural outcomes (content creation, contribution, and consumption behaviour) of crowdsourcing engagement intention, is another important contribution of this study.

Keywords

Citation

Sharma, S., Slack, N., Devi, K., Greig, T. and Naidu, S. (2021), "Exploring gamers' crowdsourcing engagement in Pokémon Go communities", The TQM Journal, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/TQM-05-2021-0131

Publisher

:

Emerald Publishing Limited

Copyright © 2021, Emerald Publishing Limited

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