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1 – 10 of over 14000
Article
Publication date: 17 July 2023

Mahmut Selami Akin

This study aims to illuminate Turkish gen Z players’ intention to make in-game purchases based on stimulus–organism–response (SOR) model and uncover the distinctive role of gender.

Abstract

Purpose

This study aims to illuminate Turkish gen Z players’ intention to make in-game purchases based on stimulus–organism–response (SOR) model and uncover the distinctive role of gender.

Design/methodology/approach

Six hundred and ninety-six young players were included in the research who are aged 12 to 29 in Istanbul, Türkiye. Measurement validity was checked via principal component and confirmatory factor analysis. Structural model testing, mediation and multigroup analysis were conducted to test relationships among latent constructs.

Findings

The study revealed enjoyment, perceived attractiveness and economic value were positively associated with gamer satisfaction, though connectedness was not. In addition, gamer satisfaction positively affected loyalty and loyalty predicted in-game purchase intention. On the other hand, the magnitude of enjoyment-gamer satisfaction path was greater in female players than in males. However, the effect sizes of perceived attractiveness and economic value on gamer satisfaction were larger in males than in females.

Research limitations/implications

The research focuses on freemium game context, the sample of Istanbul province in Turkey, and gen Z (12 to 29) players constituting the limitations.

Practical implications

Mobile game producers should consider that enjoyment is more substantial for female players to increase in-game revenue. Hence, perceived attractiveness and economic value may be improved for male players. They could also balance the gaming experience by providing social connectivity and isolation.

Originality/value

It is the initial attempt to unveil Turkish young mobile players’ behavioral tendency toward paid in-game extensions. On the other hand, gender difference is a salient matter unnoticed by other investigations that the strength of stimulus varies from players’ gender discovered by the research.

Details

Young Consumers, vol. 24 no. 6
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 3 January 2023

Ssu-Yun Chou, Wooyoung (William) Jang, Shang Chun Ma, Ching-Hung Chang and Kevin K. Byon

The tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this…

Abstract

Purpose

The tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this study examines players' psychological states (flow and clutch experiences) and consumption behavior based on the interaction effects of playing frequency, playing duration and players' levels on the PC (LOL – League of Legends) and mobile (LOLWR – League of Legends: Wild Rift) versions of the same esports title.

Design/methodology/approach

Data were collected from 930 valid responses and analyzed with confirmatory factor analysis and multiple regression (PROCESS macro, Model 3).

Findings

There are two main findings. First, across PC and mobile participants, casual gamers (low playing frequency and duration) have firm purchase intention when they have a clutch experience, but flow experience hinders their purchasing intention. Second, hardcore gamers' (high playing frequency and duration) psychological states are clearly distinguished according to technological platforms. Flow experience is the most effective for their purchase intention in the PC platform, but both flow and clutch states are important in the mobile platform. Flow experience is essential overall for hardcore gamers to intend their in-game item purchasing.

Originality/value

This study has two primary originality/values. First, this study explores flow and clutch together to measure psychological states and the impact on the purchase intention of in-game items. Second, the interacting effects of playing frequency, duration, and skill level with technical platforms (i.e. PC and mobile) for esports gaming.

Details

International Journal of Sports Marketing and Sponsorship, vol. 24 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 5 October 2021

Naser Valaei, Gregory Bressolles, Hina Khan and Yee Min Low

Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game

Abstract

Purpose

Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).

Design/methodology/approach

A total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity.

Findings

This study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way.

Originality/value

This study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.

Details

Industrial Management & Data Systems, vol. 122 no. 1
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 17 March 2021

Qianwen Yang and Xiang Gong

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the…

2423

Abstract

Purpose

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.

Design/methodology/approach

The research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.

Findings

The empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.

Originality/value

This study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.

Article
Publication date: 26 June 2023

Emerson Wagner Mainardes, Silvestre de Jesus Cunha Paixão Júnior and Ricardo Gouveia Rodrigues

This study aims to verify the antecedents influencing mobile gamers’ intentions to purchase mobile phones. To this end, the constructs price–quality relationship, price…

Abstract

Purpose

This study aims to verify the antecedents influencing mobile gamers’ intentions to purchase mobile phones. To this end, the constructs price–quality relationship, price sensitivity, perceived quality, identification with the group of gamers and referrals from other gamers were identified in the literature.

Design/methodology/approach

Data were collected through an online questionnaire with 335 consumers. The model was tested using partial least squares.

Findings

It was verified that the price–quality relationship directly influences mobile gamers' intentions to purchase mobile phones. Also, it was observed that price sensitivity of mobile gamers directly influences the price–quality relationship and indirectly influences the intention to purchase mobile phones to play games. It was further verified that this price sensitivity is directly influenced by the perceived quality of mobile gaming devices. Finally, it was observed that referrals from other gamers directly influences the perceived quality and onès identification with the group of gamers.

Research limitations/implications

This study concluded that developing strategies focused on prices of mobile phones gamers use to play games tends to influence mobile gamers' purchase intentions. This paper extends the study of mobile device purchase behavior, uniting constructs studied separately and proposing connections not yet tested, assisting in the theoretical understanding of the factors that contribute to the intention to purchase mobile devices.

Originality/value

This study is theoretically justified for four reasons: it focused on a specific group of consumers, mobile gamers, which is a constantly growing audience; it brought an innovative model, testing the influence of the perceived quality of mobile gaming devices on the price sensitivity of mobile gamers; there are spaces for new research on mobile device purchase intention; and it may assist in the theoretical understanding of the factors contributing to mobile device purchase intention.

Details

Young Consumers, vol. 24 no. 5
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 22 October 2018

Jean Paul Simon

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in…

1950

Abstract

Purpose

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models.

Design/methodology/approach

The paper is based on desk research, a review of literature and trade press and comments from experts and industry players.

Findings

The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies.

Research limitations/implications

The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem.

Practical implications

This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive.

Social implications

The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model.

Originality/value

Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.

Details

Digital Policy, Regulation and Governance, vol. 20 no. 5
Type: Research Article
ISSN: 2398-5038

Keywords

Article
Publication date: 30 October 2023

Ali Balapour, Rajiv Sabherwal and Varun Grover

Mobile apps usually have a short lifespan, and this prevents the majority from surviving long enough to generate revenue for their developers. To address this issue, this study…

Abstract

Purpose

Mobile apps usually have a short lifespan, and this prevents the majority from surviving long enough to generate revenue for their developers. To address this issue, this study aims to recognize the role of engagement and immersion and develops a cognitive-affective theoretical framework to associate these factors with the lifespan of an app. Moreover, the authors focus on gaming apps because of their dominance on mobile platforms, and because a few of them become lucrative while the majority perish within a few weeks.

Design/methodology/approach

This study uses a longitudinal survey-based approach to collect data on one of the popular gaming apps (Pokémon Go), which received international attention. The design focuses on identifying factors that extend the lifespan of the app and affects users’ decision to continue or stop using the app over time. The authors use the survival analysis and structural equation modeling to analyze the theoretical framework.

Findings

The authors find the centrality of the users’ experience of immersion to extend the mobile app lifespan. Engagement influences immersion and immersion predicts users’ decision to continue or stop using the app. Users’ experience of immersion increases the probability of the apps’ survival by 12%.

Originality/value

To the best of the authors’ knowledge, this is the only study that proposes a theoretical framework, meticulously investigates the factors that can lead to survival of a mobile app and uses longitudinal data for the empirical analysis.

Details

Journal of Systems and Information Technology, vol. 25 no. 4
Type: Research Article
ISSN: 1328-7265

Keywords

Article
Publication date: 1 October 2005

Danny C. Cheng and Allan Christopher S. Chu

This paper aims to present the different issues that must be tackled when creating a viable multi‐user, multi‐device game. The issues tackled range from user interaction issues to…

1929

Abstract

Purpose

This paper aims to present the different issues that must be tackled when creating a viable multi‐user, multi‐device game. The issues tackled range from user interaction issues to graphics quality to bandwidth constraints. The paper also aims to present different configurations depending on the type of game to be created and a strategy for network gaming using heterogeneous devices focusing on the development of a game that allows users of mobile devices and desktop computers to interact and compete on a single domain.

Design/methodology/approach

A tank battle game was developed that plays the same game across both a mobile device such as a phone/PDA and a desktop counterpart.

Findings

Although there is a sacrifice in the richness of the game environment on mobile devices, it is possible to develop games that play across platforms and devices, and safeguards can be put in place in order not to overly handicap players using mobile devices.

Research limitations/implications

The research focused on a single type of game. It would be ideal to attempt such work on other game genres or platforms. The implications of such work would be that the ubiquity of game play could be extended and the overall gaming experience improved.

Originality/value

This paper allows game developers to rethink the possibilities as they develop new games.

Details

The Electronic Library, vol. 23 no. 5
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 24 January 2019

Ilias O. Pappas, Patrick Mikalef, Michail N. Giannakos and Panos E. Kourouthanassis

In the complex ecosystem of mobile applications multiple factors have been used to explain users’ behavior, without though focusing on how different combinations of variables may…

1780

Abstract

Purpose

In the complex ecosystem of mobile applications multiple factors have been used to explain users’ behavior, without though focusing on how different combinations of variables may affect user behavior. The purpose of this paper is to show how price value, game content quality, positive and negative emotions, gender and gameplay time interact with each other to predict high intention to download mobile games.

Design/methodology/approach

Building on complexity theory, the authors present a conceptual model followed by research propositions. The propositions are empirically validated through configurational analysis, employing fuzzy-set qualitative comparative analysis (fsQCA) on 531 active users of mobile games.

Findings

Findings identify ten solutions that explain high intention to download mobile games. Alternative paths are identified depending on the gender and the time users spend playing mobiles games. The authors highlight the role of price value and game content quality, as well as that of positive emotions, which are always core factors when present.

Originality/value

To identify complex interactions among the variables of interest, fsQCA is employed, differentiating from traditional studies using variance-based methods, leading to multiple solutions explaining the same outcome. None of the variables explains the intention to download on its own, but only when they combine with each other. The authors extend existing knowledge on how price value, game content quality, emotions, gender and gameplay time combine to lead to high intention to download mobile games; and present a methodology for how to bridge complexity theory with fsQCA, improving our understanding of intention to adopt mobile applications.

Details

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

Keywords

Article
Publication date: 13 May 2019

Seongsoo Jang and Yi Liu

As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the…

1714

Abstract

Purpose

As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games.

Design/methodology/approach

Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience.

Findings

Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go.

Originality/value

The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.

Details

Information Technology & People, vol. 33 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

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