Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship DOI
Esteban Crespo-Martínez, Salvador Bueno, M. Dolores Gallego

et al.

The International Journal of Management Education, Journal Year: 2024, Volume and Issue: 23(2), P. 101125 - 101125

Published: Dec. 26, 2024

Language: Английский

Gamification affordances in self-health management: perspectives from achievement satisfaction and gamification exhaustion DOI

Jinrong Sun,

Yadi Gu, Dongxiao Gu

et al.

Internet Research, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 7, 2025

Purpose Gamification has been widely applied in mobile fitness apps to motivate users exercise continuously. Based on the affordances–psychological outcomes–behavioral outcomes framework, this study explores roles of three specific gamification affordances (competition, visibility achievement and interactivity) self-health management (continuous use behavior health behavior) from perspectives satisfaction exhaustion. Design/methodology/approach We test research model using a structural equation (SEM) with 505 self-reported data points. Furthermore, we apply fuzzy-set qualitative comparative analysis (fsQCA) explore configurations associated behavior, reinforcing SEM results. Findings Results indicate that competition, interactivity can enhance satisfaction, which further boosts behavior. However, competition also cause exhaustion, undermines some extent. Overall, positive impacts outweigh negative impacts. Practical implications This provides new insights for relevant practitioners designing affordances, aiding sustainable development their long-term effects management. Visibility should be emphasized, thoughtfully designed minimize effects. Originality/value extends framework literature by applying both fsQCA methodologies examine relationship between

Language: Английский

Citations

1

An exploratory study of the relationship between objective game difficulty and subjective game difficulty DOI Creative Commons
Zhixing Guo, Xiangshi Ren

International Journal of Human-Computer Studies, Journal Year: 2025, Volume and Issue: unknown, P. 103502 - 103502

Published: March 1, 2025

Language: Английский

Citations

1

Metaverse gaming: analyzing the impact of self-expression, achievement, social interaction, violence, and difficulty DOI
Hyeon Jo, Sun Park,

Jiwoo Jeong

et al.

Behaviour and Information Technology, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 15

Published: April 10, 2024

In the burgeoning landscape of metaverse gaming, understanding player behaviour and preferences is crucial for both academic practical applications. This study delves into dynamic realm exploring influence various factors on user satisfaction continuance intention. The primary purpose was to examine roles self-expression, challenge achievement, social interaction, violence catharsis, game difficulty in shaping experiences metaverse. Employing Partial Least Squares Structural Equation Modeling (PLS-SEM) as analytical method, analysed responses from 171 users. findings revealed intriguing patterns: while self-expression significantly impacts intention, it does not affect immediate satisfaction. Challenge achievement enhance but emphasizing complex relationship between these constructs. Social interaction emerged a critical factor positively influencing Contrary popular belief, catharsis did either or Additionally, increased found negatively impact Satisfaction shown drive These insights bear significant implications developers marketers, highlighting need nuanced design strategies that emphasize balanced challenges.

Language: Английский

Citations

8

Innovation in the esports servicescape: a media business research agenda DOI Creative Commons
Brian McCauley, Adele Berndt, Miralem Helmefalk

et al.

Journal of Media Business Studies, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 31

Published: July 26, 2024

Esports represent an increasingly influential and innovative component of the global media business landscape. The ever-evolving ecosystem dynamic new is driven by a heterogeneous array stakeholders that co-create value in online offline spaces, often described as servicescapes, where innovations are diverse areas including entrepreneurial models, media, sports, entertainment, culture, consumer engagement. In this research, semi-systematic literature review was undertaken focused on intersection esports ecosystem, servicescapes innovations. Four clear directions for future with questions specific to esports, were identified. Scholars can utilise these findings enhance understanding innovation from servicescape perspective, relevance scholars engaged business, marketing, media.

Language: Английский

Citations

4

Gamers’ gratifications and continuous intention to play eSports: the mediating role of gamers’ satisfaction-a PLS-SEM and NCA study DOI
Muhammad Shahzeb Fayyaz, Amir Zaib Abbasi, Rehan Ahmad

et al.

International Journal of Sports Marketing and Sponsorship, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 8, 2025

Purpose This study aims to investigate the relationship between different hedonic (e.g. enjoyment and escapism) utilitarian achievement challenge) gratifications continuous intention play eSports, considering mediating role of gamer’s satisfaction. Uses Gratification theory (U&G) has been employed as study’s theoretical framework. Design/methodology/approach The present used a survey research method self-administered questionnaire collect data. data was gathered on-site from students three universities in Pakistan’s Islamabad Rawalpindi regions. Study respondents involved people Gen Z Y aged 18 25 26 40. A total 401 responses were evaluated using partial least squares structural equation modeling (PLS-SEM) necessary condition analysis (NCA). Findings PLS-SEM findings evidence that eSports players’ gratification positively impact gamers’ satisfaction, which subsequently drives continuance behavior. Furthermore, satisfaction mediated escapism refer hedonic, whereas challenge represent utilitarian) intentions. NCA on identified critical predictive factors. revealed only is for predicting Interestingly, results also indicated enjoyment, achievement, escapism, are all intention. Originality/value investigates perceived (i.e. their Pakistani context. More importantly, we employ multi-method approach combined with NCA) determine sufficient conditions outcome variable comprising

Language: Английский

Citations

0

Knowledge Sharing Leads to Engagement During Covid-19 For Online Gamers DOI
Justin Paul, Mohsen Akbari, Subhra Rani Mondal

et al.

Information & Management, Journal Year: 2024, Volume and Issue: 61(4), P. 103948 - 103948

Published: March 30, 2024

Language: Английский

Citations

2

How gaming team participation fosters consumers’ social networks, communication and commitment DOI
Thi Tuan Linh Pham, Gen‐Yih Liao, Sheng-Pao Shih

et al.

Journal of Retailing and Consumer Services, Journal Year: 2024, Volume and Issue: 81, P. 103962 - 103962

Published: June 15, 2024

Language: Английский

Citations

0

Linking Gamers’ Competitive Spirit and In-Game Impulse Purchase: The Need for Popularity as a Mediator and Social Competence as a Moderator DOI
Arezoo Pouyan, Hakan Cengiz,

Hasan Azdemir

et al.

Published: Jan. 1, 2024

Language: Английский

Citations

0

Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator DOI
Hakan Cengiz, Arezoo Pouyan,

Hasan Azdemir

et al.

Computers in Human Behavior, Journal Year: 2024, Volume and Issue: unknown, P. 108479 - 108479

Published: Oct. 1, 2024

Language: Английский

Citations

0

Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship DOI
Esteban Crespo-Martínez, Salvador Bueno, M. Dolores Gallego

et al.

The International Journal of Management Education, Journal Year: 2024, Volume and Issue: 23(2), P. 101125 - 101125

Published: Dec. 26, 2024

Language: Английский

Citations

0