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1 – 10 of over 24000
Article
Publication date: 28 January 2019

Joonheui Bae, Sang Jin Kim, Kyung Hoon Kim and Dong-Mo Koo

The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the…

1528

Abstract

Purpose

The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items.

Design/methodology/approach

Two experiments were conducted to predict the outcomes of using game items.

Findings

Game users effectively manage their level of arousal and mood valence using game items. The selective exposure theory provides additional understanding of different purchasing behaviors, suggesting that stressed users are more likely to purchase decorative items while bored users purchase functional items to manage their mood.

Research limitations/implications

The study results show the affective role of game items in mood management. While previous studies focused on the cognitive and functional aspects of purchasing game items, this study extends the value of game items as augmented products.

Practical implications

When launching new games, companies should provide game users free game items for mood management. In addition, to increase intervention potential and behavioral affinity, marketers need to develop and launch more game item types.

Originality/value

This study extends the understanding of affective value of game items by applying mood management and selective exposure theories to explain the purchase intention of game items.

Details

Internet Research, vol. 29 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 6 February 2019

Joonheui Bae, Hyun-Hee Park and Dong-Mo Koo

The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game-item

1687

Abstract

Purpose

The purpose of this paper is to investigate the effect of perceived corporate social responsibility (CSR) initiatives moderated by a user characteristic (heavy users) on game-item purchase intention and uniquely propose that this moderation is serially mediated by self-esteem and compassion.

Design/methodology/approach

A 2 (CSR initiatives: high vs low) by 2 (user characteristic: heavy vs non-heavy users) experimental design was employed to test the propositions in the context of an online mobile game.

Findings

The results demonstrate that heavy users with high-perceived CSR initiatives have a higher intention to purchase game items. The results also show that self-esteem and compassion fully and serially mediate the effect of moderation on the intention to purchase game items.

Originality/value

This serial mediation mechanism has rarely been proposed and tested in previous studies and may contribute to extending the literature.

Article
Publication date: 17 April 2020

Le Wang, Yu Gao, Jie Yan and Jianqun Qin

The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.

2169

Abstract

Purpose

The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.

Design/methodology/approach

Drawing on the consumption value framework and affordance theory, the present study argues that in-game purchase behaviors are determined by multiple consumption values of in-game items. The perceptions of consumption values were influenced by game affordances. The model was tested, using data from an empirical survey with 2,006 free-to-play game players.

Findings

Monetary, enjoyment and social values of in-game items positively predict purchase behaviors in free-to-play games. Game fairness and balance of challenges and skills significantly influence perceived enjoyment value.

Research limitations/implications

The findings of this study provide operable implications to facilitate in-game consumption. The model was tested within the context of free-to-play multiplayer online battle arena (MOBA) games; however, caution is advisable when generalizing the findings to other subgenre of games.

Originality/value

This study extended and thus validated the consumption value framework in the context of free-to-play MOBA games. This study explored the antecedents of consumption values from the perspective of game affordance.

Details

Information Technology & People, vol. 34 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 19 January 2022

Ezlika M. Ghazali, Hussam Al Halbusi, Fadi Abdel Muniem Abdel Fattah, Md. Uzir Hossain Uzir, Dilip S. Mutum and Foon-Lip Tan

The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game

1217

Abstract

Purpose

The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between flow continuous intention and finally (c) between continuous intention purchase intention of Dota 2.

Design/methodology/approach

The data were gained from 331 users using Google Forms and posted to respondents on social media platforms and forums such as Facebook and Reddit, as these websites have the closest reach to gamers.

Findings

The study revealed that enjoyment, skill, challenge and telepresence have a positive effect on flow. Also, the flow was significantly related to purchase intention. The continuous intention has significantly mediated the relationship between flow and purchase intention. Importantly, this study found that the moderating role of buying enjoyment increases the relationship between flow and purchase intention (H7a) and between continuous intention and purchase intention (H7c). In contrast, the moderating role of buying enjoyment on the relationship between flow and continuous intention (H7b) was not supported. Hence, this study sheds a new light on the notable Dota 2 in-game and continuous intention purchase intention of the users.

Originality/value

In response, this study's main research question can be highlighted on testing how enjoyment, skills, challenge, telepresence, in-game virtual items influence purchasing intention when the enjoyment of buying moderates the proposed relationship? Therefore, this study aims to examine the significant elements like enjoyment, skills, challenge telepresence toward flow, and subsequently, the effect of flow toward purchase intention of Dota 2 in-game through continuous intention as a key mechanism which is urgently needed to minimize the gap in-game virtual items literature. Significantly, this study also intends to explore the contingent role of enjoyment of buying on the relation of flow and purchase intention of Dota-2 in-game, as well as between flow and continuous intention and finally between continuous intention and purchase intention.

Details

Kybernetes, vol. 52 no. 6
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 19 July 2011

Beth A. Cianfrone, James J. Zhang and Yong Jae Ko

The purpose of this paper is to modify and extend the Sport Video Game Motivation Scale (SVGMS).

1966

Abstract

Purpose

The purpose of this paper is to modify and extend the Sport Video Game Motivation Scale (SVGMS).

Design/methodology/approach

The original scale included seven factors (Competition, Diversion, Enjoyment, Fantasy, Interest with Sport, Social Interaction, and Sport Knowledge Application) with a total of 20 items. Initial modification and revision were conducted through a review of literature, adoption of pertinent theories, and a test of content validity by a panel of experts and a sample of sport video game (SVG) players. The scale was modified with additional items and three additional motivation factors, resulting in ten factors with 34 items. The revised SVGMS was administered to gamers (n=232) who played two popular SVGs.

Findings

In total, eight factors were determined in a confirmatory factor analysis (Competition, Diversion, Enjoyment, Fantasy, Social Interaction, Sport Interest, Sport Knowledge Application, and Team Identification).

Originality/value

Overall, the modified SVGMS showed good validity and reliability, providing good measurement evidence for the scale to be adopted for future investigations of motivations associated with sport video gamers.

Details

Sport, Business and Management: An International Journal, vol. 1 no. 2
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 22 October 2020

Dong Woo Ko and Jihye Park

The purpose of this research is to examine the effects of congruence between the ideal self-image of a game player and the game character on identification and interaction with…

1645

Abstract

Purpose

The purpose of this research is to examine the effects of congruence between the ideal self-image of a game player and the game character on identification and interaction with the game character, perceived game power and performance, character attachment and willingness to spend money on the game character.

Design/methodology/approach

A total of 347 online game players participated in an online survey posted via the nationwide crowdsourcing web service Mechanical Turk in the US. A structural equation modelling was conducted using a maximum-likelihood estimation procedure to test the relationships among the variables.

Findings

The results revealed a significant positive impact of congruence between a game character and the ideal self-image of a game player on identification and interaction with the game character, perceived game power, game performance, attachment to the game character and willingness to spend money on the game character.

Originality/value

Although significant research has been conducted in the area of online gaming, limited attention has been given to the strategic game content that stimulates a player's intention to purchase game items. Due to the challenges in sales growth in the game industry caused by business model shifts from a subscription-based model to a free-to-play one, it is important for marketing practitioners to motivate game players to continue playing the game and purchase game items. The results of this study provide valuable strategic insights to overcome the limitations of existing marketing strategies in the online game business.

Details

Internet Research, vol. 31 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

Book part
Publication date: 2 December 2021

Todd White, Richard G. Brody and Gaurav Gupta

Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the…

Abstract

Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the classroom and improve student engagement. However, few studies have analyzed the factors that inhibit the adoption of serious games. The current study extends research by analyzing inhibitors of serious game adoption in an introductory accounting course for MBA students. The accounting mobile challenge (AMC) is a mobile accounting trivia game which utilizes both competitive and collaborative features in gameplay. Results demonstrated that students who identified as collaborative engaged in a greater amount of gameplay while those who identified as competitive did not. Furthermore, independent learners, as well as those who utilized mobile technology more outside of class, more readily adopted the technology. Utilizing the Technology Acceptance Model (Davis, 1989) as a framework, it was predicted that the perceived value of the AMC would increase as students played the game more. Results support this prediction. Finally, a “discouragement effect” was detected as a major inhibitor to utilizing the technology as students who did poorly gave up and discontinued playing the game. This research contributes to the emerging literature on the inhibitors to serious game adoption in accounting.

Details

Advances in Accounting Education: Teaching and Curriculum Innovations
Type: Book
ISBN: 978-1-80071-702-2

Keywords

Article
Publication date: 10 November 2020

Tiago Ribeiro and Victor Almeida

The Rio 2016 Olympic Games required a significant investment in the public transport systems, connecting four city's areas and providing different types of impacts and legacies…

Abstract

Purpose

The Rio 2016 Olympic Games required a significant investment in the public transport systems, connecting four city's areas and providing different types of impacts and legacies for their hosts. The purpose of this paper is to examine resident perceptions of the public transportation issues in the Rio host city before and after the Games. Key factors underpinning transportation issue outcomes are identified.

Design/methodology/approach

Data were collected among Rio local residents by using a pre-Games (n = 504) and post-Games design (n = 421). The cross-sectional and longitudinal data were assessed at both time periods. An exploratory factor analysis revealed five factors, and a confirmatory factor analysis analysed the psychometric properties of the constructs proposed. Subsequently, MANOVA and a series of ANOVA tests (one-way and paired samples) were performed to analyse the differences in perceptions before and after the Games.

Findings

Results revealed a five-factor model of public transportation issues perceived: planning, infrastructure, insecurity, information and urban mobility. Resident perceptions for four factors (planning, infrastructure, insecurity, urban mobility) increased from pre- to post-Games, meaning that they have a more negative perspective about those issues. In contrast, the findings suggested an improvement in public transport information perceived between the period before and after the Games.

Originality/value

This study contributes to the academic literature related to discussing the Olympic legacy by providing evidence of how hosting the Olympics may lead to social exchange with negative outcomes on transport legacy. The findings of this study can be used as valuable information for future event organizers, local authorities and governments.

Details

International Journal of Sports Marketing and Sponsorship, vol. 22 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 19 September 2019

Shang Chun Ma and Kyriaki Kaplanidou

The purpose of this paper is to understand how team identification and country influence professional baseball team spectators’ evaluations of service quality factors, perceived…

1031

Abstract

Purpose

The purpose of this paper is to understand how team identification and country influence professional baseball team spectators’ evaluations of service quality factors, perceived value and future behavioral intentions.

Design/methodology/approach

Data were collected online from sports consumers of the Chinese Professional Baseball League (CPBL) in Taiwan (n = 600) and Major League Baseball in the USA (n = 460). A regression-based estimation method (PROCESS) and structural equation modeling approach were used to assess the relationships.

Findings

Both direct and indirect (via perceived value) effects of most service quality factors (schedule convenience, economic consideration, game amenities, ticket service and venue quality) on behavioral intentions are stronger for lowly than for highly identified CPBL fans. The indirect effect of home team on behavioral intentions is stronger for the lowly identified CPBL fans. The direct effect of game amenities and the indirect effect of venue quality (via perceived value) on behavioral intentions are stronger for the highly identified MLB fans. The indirect effect of opposing team and economic consideration is stronger for the lowly identified MLB fans. The positive relationship between venue quality and perceived value is stronger for the USA than for Taiwan fans. The relationships between game amenities and perceived value and between perceived value and behavioral intention are perceived to be invariant between fans from the two countries. Taiwan fans’ behavioral intentions tend to be directly and indirectly affected by service quality factors, whereas US fans’ behavioral intentions tend to be indirectly affected by service quality factors.

Originality/value

The study provides empirical evidence of the moderating role of team identification associated with the relationships between separate service quality factors, perceived value and behavioral intentions among consumers of a professional spectator sports in two different countries.

Details

International Journal of Sports Marketing and Sponsorship, vol. 21 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 23 June 2020

Gen-Yih Liao, Tzu-Ling Huang, T.C.E. Cheng and Ching-I Teng

Relational cohesion theory posits that relational cohesion helps build relationships among communication partners, implying that users would expect a growth in relations or making…

751

Abstract

Purpose

Relational cohesion theory posits that relational cohesion helps build relationships among communication partners, implying that users would expect a growth in relations or making more friends in the future. However, little is known about expectancy of a better future state of relations, i.e. expectancy of relational growth, and its impact on users' continued engagement in online communication. Our study extends relational cohesion theory to explain how expectancy of relational growth impacts online gamer loyalty.

Design/methodology/approach

We test the framework using structural equation modeling to analyze a large sample of 1,429 responses from online gamers.

Findings

We find that expectancy of relational growth is positively related to norm compliance and relational cohesion, which are further related to network convergence and interdependence, fostering online gamer loyalty.

Originality/value

The findings contribute to relational cohesion theory by identifying novel sources of relational cohesion, i.e. expectancy of relational growth and norm compliance. Hence, game providers should create gamers' expectancy of growth in online relationships. Such expectancy could motivate continued gaming communication, even when gamers are not satisfied with the current state of online relationships. Moreover, we propose the new concept of expectancy of relational growth, which should have a strong impact on online communication in various areas.

Details

Internet Research, vol. 30 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

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