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1 – 10 of over 17000Robert Davis, Bodo Lang and Neil Gautam
It is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis…
Abstract
Purpose
It is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage.
Design/methodology/approach
This research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship.
Findings
The paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption.
Practical implications
Game development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect.
Originality/value
This is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).
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Ronan de Kervenoael, Alexandre Schwob, Mark Palmer and Geoff Simmons
Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic…
Abstract
Purpose
Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic consumption of smartphone gaming produces positive coping practice.
Design/methodology/approach
Underpinned by cognitive framing theory, empirical insights from 11 focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers.
Findings
The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: the market-generated, social being and citizen frames.
Research limitations/implications
This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption.
Originality/value
In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront hegemony, culture and alterity-morality concerns.
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Lei Wei, Yiting (Demi) Hao, Hong Zhu and Jun (Justin) Li
The 2019 novel coronavirus (COVID-19) pandemic has affected many countries around the world. Due to the debate on the source of the outbreak, wildlife meat consumption has gained…
Abstract
Purpose
The 2019 novel coronavirus (COVID-19) pandemic has affected many countries around the world. Due to the debate on the source of the outbreak, wildlife meat consumption has gained international attention and become an area that requires further exploration. The purpose of this research is to explore the differences in game consumption motivations and behaviours among populations in northern and southern China.
Design/methodology/approach
An online survey on wild meat awareness with (potential) game consumers across the country as target groups was conducted.
Findings
Results from this study showed that consumers in the southern region have a preference for wildlife. This preference was determined by factors such as natural environment, history and culture and the level of economic development. However, there was no significant difference in the frequency of game consumption between the north and south since game meat is not a major component of the daily diet.
Practical implications
The government should consider banning this trade permanently to prevent future disease outbreaks caused by wildlife-to-human transmissions.
Originality/value
The consumption of game meat is regional, but the animals in game trades live across a wider area, and thus, game trades have a global influence on ecological systems and human health. Therefore, this epidemic is also a global concern, which might lead people to display a highly negative attitude towards consuming game meat.
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Twila Linville, Karla L. Hanson and Jeffery Sobal
Meat consumption is higher than health recommendations, but little is known about potential moderating factors in rural areas. Informed by the theory of planned behaviour (TPB)…
Abstract
Purpose
Meat consumption is higher than health recommendations, but little is known about potential moderating factors in rural areas. Informed by the theory of planned behaviour (TPB), this paper explored potential moderators amongst rural residents.
Design/methodology/approach
The authors summarized meat-related attitudes (importance, taste preference, healthfulness perceptions), social norms, controls (availability, affordability, self-efficacy) and frequency of consumption (overall, lean meat, wild game) in a cross-sectional survey of rural, adult, US volunteers (n = 572). The authors examined correlations and differences by gender, connection to hunting and to livestock raising.
Findings
These rural residents had positive attitudes toward meat, high family expectations to consume meat and daily consumption. Half of the meat consumed was lean but was infrequently wild game. Respondents with connections to hunting or raising livestock reported more positive meat-related attitudes, norms and self-efficacy, and more frequent meat consumption. Those with a connection to hunting also had higher perceived availability, affordability and consumption of wild game.
Research limitations/implications
Strong meat preferences and expectations may hamper moderation amongst rural residents, particularly in households connected to hunting or raising livestock. Dietary advice can be tailored to respect meat consumption, emphasize the identification and selection of lean meats and highlight wild game as a lean meat that is moderately available and affordable. Future research should disentangle hunting and livestock raising as potential factors in food choice and examine wild game consumption in jurisdictions where it can be sold legally.
Originality/value
This study was novel in examining meat-related practices amongst rural residents, separately examining lean meats and wild game, and identifying hunting and livestock raising as important predictors.
Wooyoung William Jang, Kevin K. Byon, Thomas A. Baker III and Yosuke Tsuji
Recently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports…
Abstract
Purpose
Recently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports, live-streaming content (by individual creators) is a new type of media consumption, which should be distinguished from esports event broadcast. Extending Jang and Byon’s finding, the purpose of this study is to examine the mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast because it allows the games to be more accessible to viewers due to two-way communication. In order to test for stability of the mediating effect of esports live content streaming, we examined the hypothesized model across the three genres (i.e. imagination [n = 224], physical enactment [n = 195], sport simulation [n = 179]).
Design/methodology/approach
Data (N = 598) were collected via an online survey from individuals who had experienced esports recreational gameplay. A total of 15 items with five dimensions (i.e. esports recreational gameplay, esports content live streaming, esports event broadcast, streamer identification, and pro-player identification) were adapted from existing studies. The two identification constructs and gender were used as control variables.
Findings
The model fit of the measurement model was found to be acceptable via CFA. The results of SEM indicated that the intention of esports content live streaming consumption played a full mediation role in the relationship between esports recreational gameplay behavior and the intention of esports event broadcast consumption. Additionally, we found the mediating effect of esports content live streaming across the three genres.
Originality/value
This study contributes to literature related to the esports consumer behavior by conceptualizing esports content live streaming and found that esports content live streaming represents a mechanism that underlies the relationship between esports recreational gameplay intention and esports event broadcast consumption.
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The purpose of this paper is to examine the push and pull factors associated with the consumption of Chinese Table Tennis Super League (CTTSL) game events by online audiences and…
Abstract
Purpose
The purpose of this paper is to examine the push and pull factors associated with the consumption of Chinese Table Tennis Super League (CTTSL) game events by online audiences and on-site attendants.
Design/methodology/approach
Conducting a comprehensive review of literature and a test of content validity, a questionnaire was formulated to assess push and pull motives, event consumption, and sociodemographic variables. A total of 433 CTTSL event consumers, including 225 respondents who primarily followed CTTSL game events via television and webcasting and 208 respondents who primarily consumed the events by attending live game events.
Findings
Structural equation modeling analyses revealed that for online consumers, two push factors, self-esteem and drama excitement, were found to be positively related to the event consumption factors; whereas, social interaction and sport performance factors were found to be negatively predictive of event consumption factors. For on-site consumers, none of the push and pull factors were found to be related to the consumption factors.
Research limitations/implications
These results indicate that unlike research findings derived in other research settings mainly conducted in Western countries, push and pull factors are more functional for online CTTSL consumers who are of comparatively stronger fandom level, which are likely affected by CTTSL’s contemporary operations.
Originality/value
Enriching the dual process theory through examining its applicability in studying sport consumer behavior, from both perspectives of internal and external motivations; applying theories and research findings of internal and external motivations that have primarily been derived in Western countries into a professional sport setting in China; identifying unique and diverse perspectives of professional table tennis consumers in China between online and on-site consumers; contrary to the findings derived in Western countries, the motivational factors are more functional for online CTTSL consumers who are of comparatively stronger fandom level, which are likely affected by CTTSL’s contemporary operations; and conducting micro-perspective analyses to study Chinese sport consumer behaviors, which has rarely been done in contemporary scholarly inquiries in China.
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The long-term development of a mobile gaming application (app) depends on its continued use by its users. The expectation–confirmation model of IS continuance was used as the…
Abstract
Purpose
The long-term development of a mobile gaming application (app) depends on its continued use by its users. The expectation–confirmation model of IS continuance was used as the basic framework, to which bi-dimensional consumption emotions were added to help better explain satisfaction judgment and continuance intention in the context of mobile gaming app use. The paper aims to discuss this issue.
Design/methodology/approach
The data were analyzed using structural equation models. The effects of positive consumption emotions and negative consumption emotions were examined, respectively, in Models 1 and 2. Competing models (Models 3 and 4) were also examined in order to compare the proposed model.
Findings
Both PE and NE have an effect on the satisfaction of mobile gaming app users and their continued usage intention, a finding that represents an important contribution to the extension of technology continuance theory. Comparison with the IS continuance model shows that the new model can explain significantly more variance in continuance intention.
Practical implications
Mobile gaming firms should pay attention to users’ consumption emotions, especially negative emotions. Some specific emotions involved in mobile gaming app use were identified, which could guide firms’ understanding of users’ emotions.
Originality/value
This study offers insight into the role of consumption emotions in forming continuance intentions toward mobile gaming app use in China, a topic that has not previously been investigated.
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Alexandros Skandalis, John Byrom and Emma Banister
The aim of this paper is to explore how the paradox of individualism/tribalism is brought into play and negotiated by consumers in the wake of the post-postmodern era.
Abstract
Purpose
The aim of this paper is to explore how the paradox of individualism/tribalism is brought into play and negotiated by consumers in the wake of the post-postmodern era.
Design/methodology/approach
The paper draws on netnographic and interview data from the Greek football manager (FM) online gaming community. FM is a simulation strategy game in which players act as “real-life” managers from the screen of their computer.
Findings
A central paradox and a set of four supporting paradoxes are identified. These paradoxes give rise to a transitional mode of experience, which lies on the borders of reality and fantasy, and is realised both at the individual and the tribal levels.
Originality/value
This study makes a threefold contribution. First, it advances the understanding of the paradoxical aspects of consumption experiences in light of post-postmodern consumer culture. Second, it shows how these paradoxes are negotiated by consumers between individual and tribal levels. Third, it extends the understanding of the nature of consumption experiences through the development of the concept of the transitional consumption experience.
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Amir Zaib Abbasi, Umair Rehman, Muhammad Shahzeb Fayyaz, Ding Hooi Ting, Muhammad Umair Shah and Ramsha Fatima
Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle…
Abstract
Purpose
Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional and sensory experiences, are investigated through an integration of the hedonic consumption model, Technology Acceptance Model (TAM) and Uses and Gratification Theory (UGT).
Design/methodology/approach
The study analyses a sample of 292 MOBA game players using the PLS-SEM model. The study comprises two stages; in the first stage, an estimation model was used to test the constructs' quality and legitimacy. In the second stage, we assessed the theoretical model to test the relationship between the principle constructs.
Findings
The study found that factors related to emotional experiences, namely enjoyment, emotional involvement, and arousal, led to greater intention to play MOBA games. Similarly, two factors related to imaginal experiences, escapism and role projection, also positively impacted while fantasy carried a negative impact. The study also found that sensory experiences had a significant positive impact on the intention to play MOBA games. Lastly, a positive correlation was also found between the intention to use and usage behavior in MOBA games.
Originality/value
This study contributes to the theoretical understanding of the playful-consumption experiences of pleasure-oriented information systems (I.S.) that is MOBA games that derive behavioral intention to play MOBA games, which in turn determines the usage behavior of MOBA players. The study also incorporates the uses and gratification theory to uncover the needs and experiences that trigger MOBA games' behavioral intention and its further impact on gamers' usage behavior. The study also presents useful insights for game developers and other relevant stakeholders in game development.
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Yuko Minowa and Terrence H. Witkowski
This study seeks to further understanding of spectator consumption practices by applying modern consumer theory in a much different historical context: the gladiator games during…
Abstract
Purpose
This study seeks to further understanding of spectator consumption practices by applying modern consumer theory in a much different historical context: the gladiator games during the time of the Roman Empire. The objective is to validate modern ideas of consumption practices with evidence from the past.
Design/methodology/approach
The research draws from a sampling of classical and contemporary literatures as well as the interpretation of the images and inscriptions delineated on archaeological artifacts such as relief sculptures on sarcophagi, floor mosaics, fresco paintings, and terracotta and glass lamps. The visual content and consumption themes of selected objects are described and analyzed.
Findings
Spectators at the Roman games used these events for the sake of the experience, for integrating themselves into their community, for classifying themselves in a certain group category, and for interacting and socializing with other people. As in modern sporting events, consuming the Roman games served both instrumental and autotelic purposes for spectators. The games were directly an object of consumption as well as the focal resource of interpersonal communications.
Research limitations/implications
The set of visual data sources is small and the literary evidence is in translation of the original sources.
Originality/value
The research shows that Holt's typology of sports consumer practices is supported by evidence from a much different time and context. Thus, the theory provides a robust framework for analysing consumer practices and rituals.
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