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Article
Publication date: 1 October 2005

Yuan Gao

This paper aims to provide a theoretical overview of the factors influencing user trust in online games. It offers a set of guidelines that help online game marketers to better…

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Abstract

Purpose

This paper aims to provide a theoretical overview of the factors influencing user trust in online games. It offers a set of guidelines that help online game marketers to better understand how users form their trust in online games, and fully reap the benefits of this new medium.

Design/methodology/approach

This paper reviews literature from the perspectives of considering an online game player as both a consumer of web‐based entertainment and a computer user. It explores factors related to the web environment as well as those of the games themselves. In particular, it examines a user's perceptions about the company, the online gaming site, and an individual game.

Findings

A number of factors influencing user trust in online games are largely within the control of the company sponsoring the sites or marketing the games. Based on the analysis of these factors, this paper provides a set of guidelines that would help marketers win user trust in their online gaming products or services.

Practical implications

Firms promoting online games can take guidance in how to build user trust through paying attention to building brand recognition, enhancing usability and appeal, as well as providing security assurance both at the web sites and within the individual games.

Originality/value

This paper is based on current research in consumer trust, both offline and online, and represents an original attempt at analyzing theoretically the factors influencing user trust in online games. It provides a framework for empirical testing of the propositions outlined in the paper.

Details

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

Keywords

Article
Publication date: 25 September 2009

Ming‐Chi Lee

The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether…

8754

Abstract

Purpose

The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether gender, age and prior experience have moderating effects on online game acceptance.

Design/methodology/approach

This study extends the theory of planned behaviour (TPB) with flow experience, perceived enjoyment, and interaction to propose a theoretical model to explain and predict people's behavioural intention to play online games. This model is examined through an empirical study involving 458 participants using structural equation modelling techniques. In addition, a competing model based on the technology acceptance model (TAM) is proposed to evaluate whether TPB is more suitable than TAM to explain the use of online games. The two action‐theoretical models are compared in terms of their predictive power and their practical utility.

Findings

Although both models explain the players' intention to play online games very well, the extended TPB model provides a better fit and explanatory power. Notably, this study finds that flow experience is a more important factor than perceived enjoyment in influencing customer acceptance of online games. Further analysis reveals that gender is a key moderator of online game acceptance.

Practical implications

Online game developers need to search for flow experience building strategies that might assist in engaging players. This study suggests that game developers should consider focusing more on establishing the interactions between players (social interaction) and online games (human‐computer interaction) in their marketing strategies.

Originality/value

This study is significant for two reasons. First, it synthesises the theory of planned behaviour with psychological and interaction factors and, second, it presents a blueprint for an entertainment‐oriented technology acceptance model.

Details

Online Information Review, vol. 33 no. 5
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 1 July 2005

Ying‐Chieh Chen, Patrick S. Chen, Jing‐Jang Hwang, Larry Korba, Ronggong Song and George Yee

To arouse the public awareness of online gaming‐related crimes and other societal influences so that these problems can be solved through education, laws and appropriate…

5914

Abstract

Purpose

To arouse the public awareness of online gaming‐related crimes and other societal influences so that these problems can be solved through education, laws and appropriate technologies.

Design/methodology/approach

A total of 613 criminal cases of online gaming crimes that happened in Taiwan during 2002 were gathered and analyzed. They were analyzed for special features then focusing on the tendency for online gaming crime. Related prosecutions, offenders, victims, criminal methods, and so on, were analyzed.

Findings

According to our analysis of online gaming characteristics in Taiwan, the majority of online gaming crime is theft (73.7 percent) and fraud (20.2 percent). The crime scene is mainly in internet cafés (54.8 percent). Most crimes are committed within the 12:00 to 14:00 time period (11.9 percent). Identity theft (43.4 percent) and social engineering (43.9 percent) are the major criminal means. The offenders (95.8 percent) and victims (87.8 percent) are mainly male and offenders always proceed alone (88.3 percent). The age of offenders is quite low (63.3 percent in the age range of 15‐20), and 8.3 percent of offenders are under 15 years old. The offenders are mostly students (46.7 percent) and the unemployed (24 percent), most of them (81.9 percent) not having criminal records. The type of game giving rise to most of the criminal cases is Lineage Online (93.3 percent). The average value of the online gaming loss is about US$459 and 34.3 percent of criminal loss is between $100 and $300.

Research limitations/implications

These criminal cases were retrieved from Taiwan in 2002. Some criminal behavior may have been limited to a certain area or a certain period.

Practical implications

Provides a useful source of information and constructive advice for the public who will sense the seriousness and influence of online gaming crimes. Further, this topic may have implications on e‐commence, e‐services, or web‐based activities beyond gaming.

Originality/value

Since there is little published research in this area, this paper provides the public with a good and original introduction to a topic of growing importance.

Details

Internet Research, vol. 15 no. 3
Type: Research Article
ISSN: 1066-2243

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

Article
Publication date: 1 April 2002

Jianxin Jeff Yan and Hyun‐Jin Choi

The traditional target of computer game security is mainly copy protection. The emergence of online games fundamentally changes the security requirements for computer games…

4563

Abstract

The traditional target of computer game security is mainly copy protection. The emergence of online games fundamentally changes the security requirements for computer games. Although computer game development often utilizes cutting edge technology in computer graphics, artificial intelligence, human computer interaction and programming, game providers (developers or operators) do not pay much attention to security techniques. In this paper, we look into security failures that have happened or might happen in online games, and discuss some key security issues that have to concern online game providers. Specifically, we look into various kinds of online cheating, and introduce security techniques to deal with cheating prevention, though meanwhile other security issues are also discussed.

Details

The Electronic Library, vol. 20 no. 2
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 27 October 2021

Thi Tuan Linh Pham, Han-Chung Huang, Fan-Chen Tseng, T.C.E. Cheng and Ching-I Teng

Flow, or total concentration with intrinsic enjoyment, has been recognized as being able to enhance online gamer loyalty. However, some gamers who experience flow do not exhibit…

Abstract

Purpose

Flow, or total concentration with intrinsic enjoyment, has been recognized as being able to enhance online gamer loyalty. However, some gamers who experience flow do not exhibit strong loyalty, posing the vital research question asking for whom flow would not enhance loyalty. Limited knowledge on this issue may lead game providers to assume that flow is influential in strengthening loyalty among all gamers, thus leading to suboptimal resource allocation and reduced effectiveness in retaining gamers. The purpose of the paper is to examine how gaming experience and gaming intensity moderate the impact of flow on online gamer loyalty.

Design/methodology/approach

In the paper, the hypotheses were tested using responses from 273 gamers.

Findings

The findings show that flow and gaming experience positively impact gamer loyalty. Gaming experience reduces the positive relationship between flow and gamer loyalty. However, gaming intensity does not reduce.

Practical implications

Game providers should focus on creating a flow experience to strengthen the loyalty of gamers with short-gaming experience. However, game providers should devise other means to strengthen loyalty among gamers with long-gaming experience.

Originality/value

The study challenged the assumption of flow theory, i.e. that flow always determines loyalty. Instead, the paper offers a moderator – gaming experience – which sets a boundary condition for this theory. Flow works well only among gamers with relatively short-gaming experience. The study also extended the literature on gaming experience by uniquely indicating its attenuating effect on the relation between flow and loyalty.

Details

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

Keywords

Article
Publication date: 6 March 2017

Chuang-Chun Liu

Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs…

2524

Abstract

Purpose

Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) impact flow experience; this study also investigates how flow experience is related to replay intention. Furthermore, this is the first study to explore the relationship between perceived uncertainty and challenges in online gaming.

Design/methodology/approach

The proposed research model was empirically evaluated using survey data collected from online game players. The evaluation was conducted using partial least squares of structural equation modeling.

Findings

The findings revealed that flow experience was a significant predictor of replay intention. Four antecedents of flow (telepresence, focused attention, skills, and challenges) had a positive influence on flow experience. Interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) influenced these antecedents. Moreover, human-to-human interactivity exerted a greater impact on the flow experience antecedents than did human-to-machine-associated interactivity. This study reveals that human-to-human interactivity is most crucial to the effective development of online games. In addition, the author find that utilitarian motivations have positive moderating effects on the relationship between flow and replay intention. Finally, additional practical and managerial implications are discussed.

Originality/value

Few empirical studies have explored the moderating role of utilitarian motivations. This original study analyzed how utilitarian motivations moderate the relationships between flow and replay intention of online game players. Moreover, this is one of the first studies to explore the characteristic of uncertainty and its role in the context of online game playing.

Details

Information Technology & People, vol. 30 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 17 October 2008

Hsi‐Peng Lu and Shu‐ming Wang

The paper's aim is to explore the factors that affect the online game addiction and the role that online game addiction plays in the relationship between online satisfaction and…

9361

Abstract

Purpose

The paper's aim is to explore the factors that affect the online game addiction and the role that online game addiction plays in the relationship between online satisfaction and loyalty.

Design/methodology/approach

A web survey of online game players was conducted, with 1,186 valid responses collected. Structure equation modeling – specifically partial least squares – was used to assess the relationships in the proposed research framework.

Findings

The results indicate that perceived playfulness and descriptive norms influence online game addiction. Furthermore, descriptive norms indirectly affect online game addiction through perceived playfulness. Addiction also directly contributes to loyalty and attenuates the relationship between satisfaction and loyalty. This finding partially explains why people remain loyal to an online game despite being dissatisfied.

Practical implications

Online gaming vendors should strive to create amusing game content and to maintain their online game communities in order to enhance players' perceptions of playfulness and the effects of social influences. Also, because satisfaction is the most significant indicator of loyalty, vendors can enhance loyalty by providing better services, such as fraud prevention and the detection of cheating behaviors.

Originality/value

The value of this study is that it reveals the moderating influences of addiction on the satisfaction‐loyalty relationship and factors that contribute to the online game addiction. Moreover, while many past studies focused on addiction's negative effects and on groups considered particularly vulnerable to Internet addiction, this paper extends previous work by investigating the relationship of addiction to other marketing variables and by using a more general population, mostly young adults, as research subjects.

Details

Internet Research, vol. 18 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 15 August 2018

Fan-Chen Tseng, Ching-Ter Chang, Hsing-Chen Lee and Ching-I Teng

Gender swapping – when gamers choose avatars of the opposite gender to their own – is a common feature of online gaming behavior, and recent studies have explored the reasons for…

Abstract

Purpose

Gender swapping – when gamers choose avatars of the opposite gender to their own – is a common feature of online gaming behavior, and recent studies have explored the reasons for it. However, no study has yet examined the role gender swapping plays in determining gamers’ continual engagement with communication via online games, i.e., online gamer loyalty. Therefore, the purpose of this paper is to examine this issue and develop hypotheses based on interdependence theory in the online gaming context.

Design/methodology/approach

Responses from a survey of 255 online gamers were used for the analysis.

Findings

Analytical results using structural equation modeling indicate that gender-swapping behavior is negatively related to social intelligence, which in turn is negatively related to network convergence (the extent of sharing a common social circle), thus contributing to relational switching costs and online gamer loyalty.

Originality/value

This study is the first to examine how gender swapping affects online gamer loyalty.

Details

Online Information Review, vol. 42 no. 5
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 4 March 2021

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

Online games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort…

Abstract

Purpose

Online games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort for users encountering workplace frustration. Explaining how workplace frustration and users' need satisfaction affect loyalty of online gamers, this study aims to formulate hypotheses and develop a framework based on the self-determination theory (SDT).

Design/methodology/approach

The authors use an online survey to collect 848 responses and use structural equation modelling to test the hypotheses.

Findings

The authors find that workplace frustration, autonomy need satisfaction and competence need satisfaction are positively related to online gamer loyalty. Moreover, workplace frustration enhances the link between competence need satisfaction and online gamer loyalty.

Originality/value

The authors are the first to use SDT to identify the three antecedents and the moderator of online gamer loyalty. Our findings offer a key message that game providers could design effective means to retain their gamers by understanding their gamers' workplace frustration and informing them that playing games could alleviate the associated negative feelings.

Details

Industrial Management & Data Systems, vol. 121 no. 5
Type: Research Article
ISSN: 0263-5577

Keywords

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