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Article
Publication date: 12 January 2024

Mohd Hanafi Azman Ong and Nur Syafikah Ibrahim

The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game…

Abstract

Purpose

The purpose of this study is to explore the relationship of gamification design elements on social play habit and we-intention to continue playing in a mobile multiplayer game context. The study further intends to reveal the mediating role of social play habit in the relationship between gamification design elements and we-intention to continue playing.

Design/methodology/approach

The proposed model was empirically evaluated using survey data collected from 292 PUBG users based in Malaysia. PLS-SEM analysis was used to assess the model since it includes formative and reflective constructs.

Findings

The results indicated that gamification design elements significantly affect social play habit in a positive direction. In the simultaneous condition, social play habit also significantly affects the we-intention to continue playing the mobile multiplayer game. However, these three elements of gamification design did not significantly affect the formation of we-intention to continue playing in the context of mobile multiplayer games. Notably, social play habit was found to fully mediate the relationships between immersive-related interaction, achievement-related interaction, social-related interaction and we-intention to continue playing.

Research limitations/implications

This study highlights the importance of social play habits as a factor linking the relationship between gamification design elements and we-intention to continue playing. In addition, this study also provides significant insights for the game creators to emphasise the gamification design elements so that the sustainability of the game can be secured from the perspective of retaining the current users through the social play habit element.

Originality/value

The study is noteworthy because it is the first attempt to use gamification design elements to explain how social play habit affect the formation of we-intention to continue playing in the setting of a mobile multiplayer game environment. In addition, the findings may add to the body of knowledge in the field of gamification theory.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 30 September 2022

Yang-Jun Li, Christy M.K. Cheung, Xiao-Liang Shen and Matthew K.O. Lee

As digital spaces for team collaboration, virtual worlds bring considerable verisimilitude to technology-mediated social interaction and change the process of traditional team…

Abstract

Purpose

As digital spaces for team collaboration, virtual worlds bring considerable verisimilitude to technology-mediated social interaction and change the process of traditional team learning. The purpose of this study is to understand how to promote collaborative learning in virtual worlds by leveraging the power of we-intention to participate in virtual worlds. The authors further use the valence–instrumentality–self-efficacy–trust model (VIST) model as a means of understanding the formation of we-intention to participate in virtual worlds, during which behavioral desire serves a bridging role.

Design/methodology/approach

The authors tested the research model using the data gathered from 298 users of a prominent form of virtual world, i.e. massively multiplayer online role-playing games. The authors used the structural equation modeling approach and the partial least squares technique for data analysis.

Findings

Results show that the four factors of the VIST model (i.e. valence on team goals, instrumentality of contribution, self-efficacy in team tasks and trust in team members) all positively influence we-intention to participate in virtual worlds through behavioral desire for team actions. We-intention to participate in virtual worlds further exerts a stronger positive effect on collaborative learning in virtual worlds, compared with I-intention to participate in virtual worlds.

Originality/value

This work advances the information systems literature by introducing a relevant and important concept, i.e. we-intention, to explain collaborative learning in virtual worlds. This study especially compared the effect of we-intention and I-intention on collaborative learning in virtual worlds. The results of this work also provide practitioners with insights into the role of we-intention in promoting collective actions in virtual worlds.

Details

Information Technology & People, vol. 36 no. 6
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 8 September 2022

Colin Conrad, Rachel Moylan and Gabriel O. Diaz

Many universities implemented institutional social networking apps as an alternative to in-person social experiences during the COVID-19 pandemic. Therefore, this study aims to…

Abstract

Purpose

Many universities implemented institutional social networking apps as an alternative to in-person social experiences during the COVID-19 pandemic. Therefore, this study aims to explore previously identified factors that influenced intentions to form collective actions, also known as we-intentions, on such social networking apps and their influence on student satisfaction with the app artifact.

Design/methodology/approach

Students from across a large university were invited to participate in a survey. Responses from 915 students who reported using the app were analyzed using a maximum likelihood covariance-based structural equation model. Analysis was conducted using the R programming language's psych, lavaan, and semTools packages.

Findings

The authors found that we-intentions are positively associated with recent app use and with student satisfaction with the app. Group norms were found to significantly influence the formation of we-intentions, while social identity is positively associated with both we-intentions and satisfaction.

Originality/value

The paper provides evidence that past research generalizes to the context of university mobile social networks and identifies a relationship between we-intentions and satisfaction in this context. It also provides practical insight into factors that influence we-intentions, and subsequently students' online education experience, in the context of a university's institutional mobile social network.

Details

Library Hi Tech, vol. 42 no. 2
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 19 February 2021

Mengjun Li and Ayoung Suh

The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.

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Abstract

Purpose

The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.

Design/methodology/approach

Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.

Findings

The results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.

Research limitations/implications

This study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.

Originality/value

This study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.

Details

Internet Research, vol. 31 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 25 January 2021

Min Zhang, Yunxiao Xue, Jun Yang and Yan Zhang

Members' knowledge contribution behavior has positive significance for maintaining the activity of the knowledge community, as well as for improving knowledge interaction…

Abstract

Purpose

Members' knowledge contribution behavior has positive significance for maintaining the activity of the knowledge community, as well as for improving knowledge interaction efficiency and member viscosity. With the development of the mobile Internet, knowledge communities based on social platforms have become more convenient and popular. This study aims to explore what and how factors influence members' knowledge contribution behavior in social knowledge communities from the perspective of social distance.

Design/methodology/approach

Based on the theory of reciprocity and on the theory of self-efficacy, hypotheses and research models are proposed. In the empirical study, WeChat learning group is selected as the research case. The empirical investigation (N = 244) collects research data through questionnaires.

Findings

I-intention and we-intention both have positive influence on members' knowledge contribution behavior. Knowledge self-efficacy positively moderates the influence of we-intention and affects knowledge contribution behavior. In addition, I-intention is positively affected by expected knowledge benefit, expected emotional benefit and expected image benefit, while costs have no effect. We-intention is positively influenced by affective commitment, continuance commitment and normative commitment in relationship strength, as well as affiliation to the contributing climate.

Originality/value

This paper aims to discuss I-intention, we-intention, and their roles in members' knowledge contribution behavior. It is a beneficial development for existing research to combine the characteristics of new style communities with systematical analysis of knowledge contribution behavior. Findings may provide enlightenment to the social knowledge community on diversity development and differentiated marketing strategies.

Details

Library Hi Tech, vol. 41 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 18 December 2023

Kai Wang, Chi-Feng Tai and Han-fen Hu

Focusing on the social influence processes in the context of massively multiplayer online role-playing games (MMORPGs), this study aims to investigate the nomological network of…

Abstract

Purpose

Focusing on the social influence processes in the context of massively multiplayer online role-playing games (MMORPGs), this study aims to investigate the nomological network of social influence factors, a topic seldom explicitly articulated in the literature in this unique context.

Design/methodology/approach

This study adopts a mixed-methods approach to develop and test a context-specific model of social influence processes in MMORPGs. First, the authors conducted qualitative interviews with MMORPG players to identify the drivers shaping players' perceptions of social influences. Second, the authors formulated and tested a research model with quantitative data collected from 450 respondents of an online survey.

Findings

Through the qualitative study, the authors identify leader enthusiasm, social support and social presence as the critical drivers of social influence factors. The result of the quantitative study validates the influences of the critical drivers and demonstrates the impact of social influences on MMORPG players' we-intention to continue playing games.

Originality/value

This research extends the social influence theory by identifying contextualized drivers that shape MMORPG players' perception of social influences determining their we-intention to continue playing games. MMORPG service providers can draw on these drivers to leverage social influences to increase players' we-intention of continuance.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 10 February 2023

Wujuan Zhai, Florence Yean Yng Ling, Jiyong Ding and Zhuofu Wang

Megaprojects have large impact on the environment and stakeholders should take collective action to ensure that these projects are developed in a socially responsible manner…

Abstract

Purpose

Megaprojects have large impact on the environment and stakeholders should take collective action to ensure that these projects are developed in a socially responsible manner. Hitherto, it is not known whether group and subjective norms and social identity could compel stakeholders to take socially responsible collective actions in megaprojects. The aim of this study is to design and test a model to boost stakeholders' intention to take socially responsible collective action in the context of mega water transfer projects in China.

Design/methodology/approach

A quasi-experimental causal research design was adopted to establish cause–effect relationships among the dependent variable (we-intention) and independent variables (subjective norms, group norms, social identity and desire). This study adopts the belief–desire–intention model and social influence theory to empirically investigate how to boost the stakeholders' intention to participate in socially responsible collective action. An online questionnaire survey was conducted and data was collected from 365 respondents who were involved in mega water transfer projects in China. The partial least squares structural equation modeling technique was employed to analyze the data.

Findings

The results from partial least squares analyses indicate that the presence of subjective norms, group norms and social identity (collectively known as social influence process) could increase stakeholders' intention to take socially responsible collective action. In addition, the desire to be socially responsible also boosts stakeholders' intention to take collective action. Desire partially mediates the relationship between social influence process and intention to take socially responsible collective action.

Originality/value

This study adds to existing knowledge by discovering social influence process as an antecedent to taking socially responsible collective action in megaprojects. Strong group norms and subjective norms could propel stakeholders to be more socially responsible. The study also adds to knowledge by discovering that stakeholders' desire to fulfill social responsibility also leads them to take concrete actions. Implications and recommendations are provided on how to manipulate different types of social influence processes to facilitate stakeholders to adopt socially responsible collective action in the process of managing megaprojects.

Details

Engineering, Construction and Architectural Management, vol. 31 no. 9
Type: Research Article
ISSN: 0969-9988

Keywords

Abstract

Details

Social Recruitment in HRM
Type: Book
ISBN: 978-1-78635-695-6

Book part
Publication date: 22 November 2021

Randall Westgren and Peter Foreman

We argue for a new microfoundational approach to organizational identity to replace common vertical theory-borrowing from individual identity theory. Organizational identity…

Abstract

We argue for a new microfoundational approach to organizational identity to replace common vertical theory-borrowing from individual identity theory. Organizational identity becomes either an individualistic account of member representations of the group identity held together by other-regarding cognitive structures or a group-level account where jointly understood identity is tied to joint goals and agency as we-intentionality. Organizational identity is linked to collective action through intentionality. For large organizations, jointly held identity is crucial to guide individual action on behalf of the collective. This approach also internalizes shared identity within the organization as a collectively constructed cognitive representation rather than just an externally oriented social evaluation of membership in a category. In support of this approach, the authors examine a case study of individual wineries’ expectations and perceptions of the collective identity of their jointly constructed wine trail and how these evaluations affect commitment to membership and collective action.

Book part
Publication date: 1 January 2006

Richard P. Bagozzi

Abstract

Details

Review of Marketing Research
Type: Book
ISBN: 978-0-7656-1305-9

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