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An X, Peng Y, Dai Z, Wang Y, Zhou Z, Zeng X. Buying Game Derivative Products Is Different from In-Game Purchases: A Mixed-Method Approach. Behav Sci (Basel) 2024; 14:652. [PMID: 39199048 PMCID: PMC11351711 DOI: 10.3390/bs14080652] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/27/2024] [Revised: 07/22/2024] [Accepted: 07/24/2024] [Indexed: 09/01/2024] Open
Abstract
The consumption of games has received increasing attention due to their high profits and addiction issues. However, previous studies have focused mainly on players' in-game purchases, neglecting the purchase of game derivative products. This article provides the first exploration of the differences and similarities between in-game purchases and derivative product purchases with a mixed-method approach. A quantitative survey collected data from 9864 game players, and the results suggested that there were differences between in-game purchases and derivative product consumption in terms of consumption amount and number of participants, and that derivative product purchases had a stronger relationship with character attachment and game loyalty. Subsequent interviews were conducted with 22 players. The findings supported the quantitative results and revealed that players exhibited a distinct understanding of each type of purchase in terms of ownership. Overall, these findings contribute to the understanding of game derivative product purchases and explore the factors influencing in-game purchases and derivative product purchases. We strongly argue that the pattern of spending on game derivative products is very different from that of spending on in-game purchases and is, thus, worthy of dedicated research.
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Affiliation(s)
| | | | | | | | | | - Xianglong Zeng
- Beijing Key Laboratory of Applied Experimental Psychology, Faculty of Psychology, Beijing Normal University, Beijing 100875, China; (X.A.); (Y.P.); (Z.D.); (Y.W.); (Z.Z.)
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Huang E, Xing Y, Song X. Emotional analysis of multiplayer online battle arena games addiction. Front Psychol 2024; 15:1347949. [PMID: 38784616 PMCID: PMC11111968 DOI: 10.3389/fpsyg.2024.1347949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2023] [Accepted: 04/18/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction Multiplayer Online Battle Arena (MOBA) games have garnered widespread popularity as a form of recreational activity. The launch of League of Legends (LoL), a prominent MOBA game, has captivated the enthusiastic pursuit of gamers in the MOBA community. The surge in MOBA game fervor, coupled with the influence of personal emotions, can result in excessive engagement, ultimately leading to addiction. Objective This study aimed to investigate the moderating effects of visceral perception, behavior, and reflection on game players' addiction within the framework of Leisure Theory (LT), Uses and Gratification Theory (UGT), and Emotional Design Theory (EDT). Methods A hypothesized theoretical model was developed and empirically evaluated based on 236 self-reported validated responses from MOBA gamers. SPSS (version 26) was employed for demographic analysis and game duration analysis. The measurement model and structural model analyses were conducted in two stages using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.1.0 to validate the nine theoretical hypotheses. Results It has been observed that personal emotions significantly contributes to MOBA game addiction during gamers' leisure time or moments of gratification. Specifically, a noteworthy connection exists between two dimensions, namely gamers' behavior and reflection, demonstrating a positive correlation with gaming addiction. Without taking entertainment as a motivating factor, there is no significant relationship between gamers' leisure-time and visceral perception. Conclusion This study enhances the theoretical model of gamers' behavioral motives in engaging with MOBA gaming and contributes to the expansion of research on game addiction theory. These findings offer valuable theoretical insights for emotional design in games and the design of mechanisms for preventing game addiction.
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Affiliation(s)
- Enwu Huang
- School of Design, Fujian University of Technology, Fujian, China
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Yalong Xing
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Xiaozhou Song
- School of Humanities, Fujian University of Technology, Fujian, China
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Li C, Phongsatha T. Satisfaction and continuance intention of blended learning from perspective of junior high school students in the directly-entering-socialism ethnic communities of China. PLoS One 2022; 17:e0270939. [PMID: 36454801 PMCID: PMC9714753 DOI: 10.1371/journal.pone.0270939] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2022] [Accepted: 11/15/2022] [Indexed: 12/05/2022] Open
Abstract
BACKGROUND Blended learning in DESEC only started after the introduction of the internet in recent 5 years. However, there is still no research paying attention to this region, because the area is remote and research subjects are not easily accessible. This article has potential application value in helping the government and educational institutions to make decisions on blended learning strategies supporting poverty alleviation through education in poor and remote areas and ethnic region. The study will be the first to examine satisfaction and continuance intention of blended learning in the DESEC. OBJECTIVE To identify junior high students' perception of satisfaction and continuance intention for blended learning in DESEC. To identify the strongest factors affecting junior high students' satisfaction and continuance intention of blended learning in DESEC. METHODS A subsample of 635 junior high students participated online survey with consent of their parents verbally in computer room in schools under teacher's instruction. Data was coded and analyzed to generate descriptive statistics and inferential statistics. Structural equation model was used to evaluate the model of satisfaction and continuance intention of blended learning. RESULTS The level for evaluating students' agreement on each of item were interpreted "agree" (3.76-3.89). The model explained variances (R2) of Continuance Intention, Satisfaction and Perceived usefulness were 0.665,0.766,0.718 respectively. Information quality, self-efficacy and confirmation directly and indirectly contribute to junior high students' satisfaction with blended learning, which further confirmed their continuance intention of blended learning. CONCLUSION Information quality was the strongest factor affecting the junior high students' continuance intention of using blended learning, while confirmation was the strongest factor affecting the junior high students' satisfaction of using blended learning in DESEC. Junior high students do not have a strong and distinct perception on satisfaction and continuance intention for blended learning in DESEC.
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Affiliation(s)
- Chunyu Li
- Graduate School of Business and Advanced Technology Management, Assumption University, Bangkok, Thailand
- International Cooperation and Exchange Center, West Yunnan University, Lincang, Yunnan Province, China
- * E-mail:
| | - Thanawan Phongsatha
- Graduate School of Business and Advanced Technology Management, Assumption University, Bangkok, Thailand
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Huang YT, Yu N, Chen CY. How do mini games affect female users of mobile commerce? Improving platform satisfaction through game use intention. Front Psychol 2022; 13:973144. [PMID: 36225709 PMCID: PMC9549871 DOI: 10.3389/fpsyg.2022.973144] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2022] [Accepted: 08/03/2022] [Indexed: 11/13/2022] Open
Abstract
Combining games with mobile commerce applications has been a trend in recent years. Mobile commerce is attracting a large number of people, especially females, to play mini games on the platform. The gamification of mobile commerce may affect users’ platform satisfaction. This study aims to explore the intention of female users to play mobile commerce games and its impact on platform satisfaction. We collected data from females in China who played mobile commerce games and then used a structural equation model to test the various hypotheses we made. The results showed that game use intention fully mediated the impact of performance expectation, hedonic motivation, and social influence on platform satisfaction. Effort expectation had no significant impact on game use intention but had a positive impact on platform satisfaction. Game use intention had a positive impact on platform satisfaction. The frequency of playing games and the amount of money spent on the platform were positively correlated with game use intention. Females over 25 years old preferred to play mobile commerce games. This study provides a theoretical reference and practical enlightenment and makes a specific contribution to the development of mobile commerce platform and the application of gamification. However, this study has limitations in terms of test samples, research methods and research content, and further research on mobile commerce is required in the future.
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Affiliation(s)
- Yi-Ting Huang
- Department of Interaction Design, National Taipei University of Technology, Taipei, Taiwan
| | - Na Yu
- College of Fine Arts and Design, Wenzhou University, Wenzhou, China
- *Correspondence: Na Yu,
| | - Ching-Yi Chen
- Department of Commercial Design, Chung Yuan Christian University, Taoyuan, Taiwan
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An exploration of MMORPG in-game virtual-item contribution to game enjoyment from the perspectives of purchase behavior and psychological ownership. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107303] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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Huang Q, Hu M, Zhang N. A techno-psychological approach to understanding problematic use of short-form video applications: The role of flow. Front Psychol 2022; 13:971589. [PMID: 36059784 PMCID: PMC9431021 DOI: 10.3389/fpsyg.2022.971589] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/17/2022] [Accepted: 07/25/2022] [Indexed: 11/26/2022] Open
Abstract
Short-form video applications (SVAs) have been gaining increasing popularity among users, which has raised the concern of problematic SVA use. Flow—a positive experience in which individuals feel immersion, enjoyment, temporal dissociation, and curiosity—contributes to the development of problematic SVA use. Most of the prior research examined the motivations of flow and the self-traits that trigger flow, but paid limited attention to the technological affordances of smartphone applications that facilitate users' flow. Algorithm recommendation, multimodality, and low-cost interaction are three affordances of SVAs. Thus, drawing upon the stimulus-organism-response (S-O-R) framework, this study proposes a mediation model to examine how these affordances influence problematic SVA use through flow. An online survey (N = 621) showed that algorithm recommendation was negatively associated with problematic SVA use but was not significantly correlated to flow. Multimodality was directly and positively associated with problematic SVA use. Meanwhile, the relationship between these two variables were mediated by flow. Low-cost interaction had an indirect link with problematic SVA use via flow, while the direct link between them was not significant. The results suggest that low-cost interaction is the affordance that is most likely to trigger flow and problematic SVA use, followed by multimodality. However, algorithm recommendation seems to be an affordance that is less likely to facilitate flow or cause problematic SVA use. Our proposed model not only enriches the S-O-R framework in the digital environment, but also denotes a techno-psychological approach to examine problematic use of SVAs and other digital applications. Moreover, the findings offer practical implications for optimizing SVAs' technological affordances to properly manage problematic SVA use.
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Affiliation(s)
- Qing Huang
- College of Media and International Culture, Public Diplomacy and Strategic Communication Research Center, Zhejiang University, Hangzhou, China
| | - Mingxin Hu
- College of Media and International Culture, Public Diplomacy and Strategic Communication Research Center, Zhejiang University, Hangzhou, China
| | - Ning Zhang
- School of Public Health, Second Affiliated Hospital of Zhejiang University School of Medicine, Hangzhou, China
- *Correspondence: Ning Zhang
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Wang YM, Wei CL, Wang MW. Factors influencing students' adoption intention of brain–computer interfaces in a game-learning context. LIBRARY HI TECH 2022. [DOI: 10.1108/lht-12-2021-0506] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeA research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.Design/methodology/approachIn this study, an approach integrating the decomposed theory of planned behavior, perceived playfulness, risk and the task–technology fit (TTF) concept was used to assess data collected using a post-experiment questionnaire from a student sample in Taiwan. The research model was tested using the partial least-squares structural equation modeling (PLS-SEM) technique.FindingsAttitude, subjective norms and TTF were shown to impact intention to play the BCI game significantly, while perceived behavioral control did not show a significant impact. The influence of superiors and peers was found to positively predict subjective norms. With the exception of perceived ease of use, all of the proposed antecedents were found to impact attitude toward BCI games. Technology facilitating conditions and BCI technology characteristics were shown to positively determine perceived behavior control and TTF, respectively. However, the other proposed factors did not significantly influence the latter two dependents.Originality/valueThis research contributes to the nascent literature on BCI games in the context of learning by highlighting the influence of belief-related psychological factors on user acceptance of BCI games. Moreover, this study highlights the important, respective influences of perceived playfulness, risk and TTF on users' perceptions of a game, body monitoring and technology implementation, each of which is known to influence willingness to play.
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Yan J, Ali I, Ali R, Chang Y. The Power of Affection: Exploring the Key Drivers of Customer Loyalty in Virtual Reality-Enabled Services. Front Psychol 2022; 13:850896. [PMID: 35548514 PMCID: PMC9085384 DOI: 10.3389/fpsyg.2022.850896] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/08/2022] [Accepted: 02/28/2022] [Indexed: 11/21/2022] Open
Abstract
The accelerating growth of virtual reality (VR) technology and evolving customer needs make multifarious challenges and opportunities for service industries. Based on the Technology Acceptance Model (TAM) and Theory of Affection Responses, we explored the key drivers of customer loyalty in virtual reality-enabled services through a large-scaled survey data collected from VR users in four major cities of Pakistan. The study employs the partial least squares structural equation modeling (PLS-SEM). We verified that the authenticity of the VR experience and TAM dimensions (ease of use, usefulness of VR) are the key drivers of customer loyalty béhavioral in VR-enabled services. Furthermore, results revealed that Affective responses (i.e., enjoyment, emotional involvement, and flow state) significantly mediated the relationships between the drivers and customer loyalty (continued use, recommendation, and willingness to pay premium). Implications for researchers and VR practitioners were also provided.
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Affiliation(s)
- Jun Yan
- School of Management, Huazhong University of Science and Technology, Wuhan, China
| | - Ihtesham Ali
- School of Management, Huazhong University of Science and Technology, Wuhan, China
| | - Rizwan Ali
- Department of Management Sciences, Lahore Garrison University, Lahore, Pakistan
| | - Yaping Chang
- School of Management, Huazhong University of Science and Technology, Wuhan, China
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Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19095056. [PMID: 35564451 PMCID: PMC9100784 DOI: 10.3390/ijerph19095056] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/14/2022] [Revised: 04/17/2022] [Accepted: 04/19/2022] [Indexed: 02/01/2023]
Abstract
The coronavirus (COVID-19) pandemic and recent economic recession have been impacting many people’s mental health. The experience of social distancing created new hardships for people who already reported symptoms of depression or anxiety. In these circumstances, new technologies, such as immersive virtual reality (VR) videos, could serve as useful tools for facilitating interactions, emotional sharing, and information processing within a virtual environment. In this study, researchers aimed to enrich the information processing literature by focusing on the uses and gratifications of 360-degree VR videos during the pandemic. Through employing survey research with 1422 participants located in the U.S. and structural equation modeling for data analysis, this study found that five types of gratification, including utilitarian (i.e., navigation), hedonic (i.e., enjoyment), sensual (i.e., realism), social (i.e., community), and symbolic (i.e., coolness), significantly motivated users to use such immersive videos. Simultaneously, data demonstrated that these five types of gratification could influence users’ cognitive engagement with virtual content. In addition, such VR engagement facilitated users’ positive attitudes toward immersive videos and continued usage of them. The findings provided practical implications for COVID-19 global recovery as well.
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Hsu CL, Lin JCC. Factors affecting customers’ intention to voice shopping over smart speaker從智慧音箱品質、互補性與隱私風險探討影響智慧音箱使用者語音購物因素. SERVICE INDUSTRIES JOURNAL 2021. [DOI: 10.1080/02642069.2021.2008913] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Affiliation(s)
- Chin-Lung Hsu
- Department of Information Management, National Taipei University of Business, Taipei, Taiwan, R.O.C
| | - Judy Chuan-Chuan Lin
- Department of Computer Science and Information Management, Soochow University, Taipei, Taiwan, R.O.C
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11
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Role of Augmented Reality in Changing Consumer Behavior and Decision Making: Case of Pakistan. SUSTAINABILITY 2021. [DOI: 10.3390/su132414064] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Abstract
Marketers and advertisers ignore new technology and diverse marketing tactics when attempting to increase product exposure, customer engagement, customer behavior and buying intention in fashion accessory marketplaces in developing countries. This research sought to discover how the Augmented Reality (AR) experience influenced consumer behavior, buying intention and pleasure when purchasing a fashion item in developing countries. This study employs positivist ideas to investigate the connections between various factors, believing that reality is unwavering, stable, and static. Experiential marketing following stimulus exposure will gather cross-sectional data. The undertaken study has developed proper experimental design (within group) from business innovation models, for instance, uses and gratification and user experience models. User experience is disclosed by its four defining characteristics: hedonic quality (identification and simulation), aesthetic quality, and pragmatic quality. After encountering an enhanced user experience, users have a more favorable attitude about purchasing; in contrast, pleasure from using the application directly impacts buying intention. It was also shown that knowledge of AR apps impacts user experience and attitude. The novelty of this research is multifarious, for instance, the smart lab was used as a marketing technology to explore a virtual mirror of the Ray-Ban products. Secondly, the augmented reality experiential marketing activities have been developed by the developers as bearing in mind the four different aspects of the user experience—haptic, hedonic, aesthetic, and pragmatic. It should be functional, simple to learn and use, symmetrical, pleasant, and appealing, while fulfilling the unconscious emotional elements of a customer’s purchase. The research is the first known study in Pakistan to evaluate the influence of augmented reality on consumer proficiency and its consequent effects on attitude and satisfaction for fashion accessory brands. The research also advances the notion that application familiarity is the most important moderator between attitude and an augmented reality-enriched user experience, contradicting the prior studies, which focus on gender and age. This research has important theoretical implications for future researchers, who may wish to replicate the proposed final model in developed and developing countries’ fashion brands. This research also has imperative managerial implications for brand managers and marketing managers, who could include the recommendations of this study in their marketing strategies.
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Aydınlıyurt ET, Taşkın N, Scahill S, Toker A. Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2021.102414] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Who captures whom – Pokémon or tourists? A perspective of the Stimulus-Organism-Response model. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2021.102312] [Citation(s) in RCA: 22] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
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14
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How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application. ADMINISTRATIVE SCIENCES 2021. [DOI: 10.3390/admsci11030092] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
This research aims to analyze the feasibility of gamified applications as a tool to promote engagement and brand attitude. To accomplish this, this research was developed using a quantitative methodology. A confirmatory factor analysis (CFA) was performed and the model hypotheses were tested by a structural equation modeling (SEM). A questionnaire was applied to Portuguese consumers who use the “Nike Run Club” application, from which 203 valid responses were received. The results confirm the influence of social circles and their impact on the intention to interact with the brand. For theoretical contributions, this research contributes to the existing literature and academic knowledge in the areas of marketing and gamification, providing a suggestion for the TAM model to be used in this type of research. It also contributes to a better understanding of the relationship between gamification and marketing, demonstrating that the use of gamified applications as engagement tools can have a positive impact on the brand attitude. On the practical side, it contributes as a consultation tool for brands, application designers, and marketers when defining engagement strategies, allowing a better understanding of the factors that may or may not influence the public’s relationship with the brands and what dynamics they should use in the development of new Gamified marketing solutions.
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From phubee to phubber: the transmission of phone snubbing behavior between marital partners. INFORMATION TECHNOLOGY & PEOPLE 2021. [DOI: 10.1108/itp-03-2020-0150] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThe ubiquity of mobile phone use has generated a common phenomenon called phubbing, a reference to snubbing someone in social settings and instead concentrating on one's phone. Despite numerous adverse effects of phubbing argued in previous research, the group of phubbers is growing intensively. The purpose of this study is to investigate the potential transmission of phubbing between marital partners to raise public awareness of the propagation of phubbing.Design/methodology/approachA two-wave study with a 3-month interval was conducted, using matched husband–wife data from 253 Chinese couples. Husbands and wives separately completed questionnaires about their spouses’ phubbing and their marital quality. The dyadic data analysis method was applied to test the research hypotheses.FindingsThe results confirm the transmission of phubbing and show a pronounced gender asymmetry in the process of phubbing transmission. Phubbing could be transmitted from wives to husbands, but not vice versa. Specifically, only wives' phubbing significantly undermine relationship quality, while relationship quality was negatively related to both husbands' phubbing and wives' phubbing.Originality/valueThis study contributes to a better understanding of the mechanism of phubbing transmission and provide support for reciprocity theory and social role theory. Results can cause public attention to the transmissibility of phubbing and provide enlightenment on the management of personal phone behavior and offer insight into research on technology use in other types of interpersonal relationships.
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Alexiou A, Schippers MC, Oshri I, Angelopoulos S. Narrative and aesthetics as antecedents of perceived learning in serious games. INFORMATION TECHNOLOGY & PEOPLE 2020. [DOI: 10.1108/itp-08-2019-0435] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.Design/methodology/approachThe authors employ transportation theory to generate a set of antecedents of psychological flow and the theory of flow to connect the gaming experience to positive learning outcomes. The authors investigate the subjective learning experience of players with the use of a psychometric survey, and the authors employ structural equation modelling (SEM) to unearth the direct as well as the indirect effects amongst narrative, aesthetics, flow and learning outcomes.FindingsThe findings of this study demonstrate that narrative and aesthetics in serious games positively influence the perceived learning by facilitating a state of psychological flow.Research limitations/implicationsThis study contributes to better understanding and theorizing the role of narrative and aesthetics on learning outcomes in the context of serious games.Practical implicationsThe findings of this study bear valuable implications for the design of serious games as they highlight the importance of elements often disregarded as not directly related to the learning process and are typically absent from the design of serious games.Originality/valuePrior studies have identified aesthetics and narratives as design elements that contribute to the perceived enjoyment of a game; this study empirically investigates the role of narratives and aesthetics in enhancing perceived learning through psychological flow.
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Determinants of the Intention to Adopt Mobile Augmented Reality Apps in Shopping Malls among University Students. JOURNAL OF THEORETICAL AND APPLIED ELECTRONIC COMMERCE RESEARCH 2020. [DOI: 10.3390/jtaer16030030] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Augmented Reality (AR) technology adoption has been growing worldwide in recent years. The potential of AR to blend digital information into the physical world has been a challenge for both academia and industry, who attempt to realize and anticipate its impact on users’ perceptions, adoption intention and use. The present paper is an empirical study aimed at making substantial suggestions and investigating an integrative theoretical paradigm which attempts to establish the significance of specific factors which allow using mobile augmented reality apps in shopping malls. The study employs information from the extant literature with a view to extending the Unified Theory on Acceptance and Use of Technology (UTAUT). The results show that performance expectancy, enjoyment and reward are direct determining factors of adopting the specific technology in shopping malls, whereas facilitating conditions, social influence, innovativeness and trust exert an indirect effect on behavioral intention adoption. The research findings have far-reaching theoretical and practical implications for the development, marketing and application of mobile AR apps in the context of the specific contemporary form of shopping.
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Zheng X, Shi X, Yang F. Media system dependency and user attachment in social Q&A communities: do active users and lurkers differ? INFORMATION TECHNOLOGY & PEOPLE 2020. [DOI: 10.1108/itp-12-2019-0628] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis study aims at exploring users' motives to form attachments within the social Q&A community context and identifying the differences between active users and lurkers when building emotional attachments. By utilizing the media system dependency (MSD) theory, this study investigates into the driving factors of dependency relations (understanding, orientation and play) to user attachments (i.e. attachment to the social Q&A community, attachment to content creators).Design/methodology/approachThe research model is empirically validated by an online questionnaire among users of a social Q&A community. Deriving from the actual behavioral data, the authors divide 262 valid responses into 157 active users and 105 lurkers according to whether they post or not. The partial least squares (PLS) method is exploited to analyze the relationships in the model. In addition, the PLS-based multi-group analysis is conducted for comparing active users and lurkers.FindingsThe empirical results confirm that dependency relations (understanding, orientation and play) significantly influence user attachments. Multi-group analysis suggests that the effect of understanding dependency relations on attachment to content creators is stronger for active users than for lurkers. However, the effect of orientation dependency relations on user attachment is significant for lurkers but not significant for active users.Originality/valueThis study enriches the knowledge of the MSD theory by extending it to the social Q&A community setting. Based on the MSD theory, the relationships between three sides of dependency relations and two types of user attachments are hypothesized in the research model. Besides, the impact of user heterogeneity in building user emotional attachment still lacks consideration. This study is one of the first in the field of comparison studies to compare active users and lurkers in such context, providing a novel contribution in understanding the motivations and emotional responses of different users.
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Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go. APPLIED SCIENCES-BASEL 2020. [DOI: 10.3390/app10051644] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on Uses and Gratifications Theory for the adoption of augmented reality mobile games. The present study examines the case of Pokémon Go. The model is composed of eight constructs: enjoyment, fantasy, escapism, social interaction, social presence, achievement, self-presentation and continuance intention. The SEM model was empirically assessed based on 1183 responses from Pokémon Go users around the world. Results clearly confirmed the positive influence of almost all the proposed constructs on continuance intention for Pokémon Go. First, these findings may be helpful for the online gaming industry in identifying the game functions that retain more gamers and improve the user experience. Second, the online gaming industry might use these results in order to classify those players with behaviours that favour the use of online games.
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