Exploring player behavior and motivations to continue playing Pokemon GO

被引:69
作者
Ghazali, Ezlika [1 ]
Mutum, Dilip S. [2 ]
Woon, Mei-Yuen [3 ]
机构
[1] Univ Malaya, Fac Business & Accountancy, Dept Mkt, Kuala Lumpur, Malaysia
[2] Univ Nottingham, Business Sch, Semenyih, Malaysia
[3] Univ Malaya, Fac Business & Accountancy, Kuala Lumpur, Malaysia
关键词
Behavioural theories; Virtual purchases; Technology adoption; Augmented reality; SOCIAL NETWORK GAMES; ONLINE GAMES; AUGMENTED REALITY; FLOW EXPERIENCE; GRATIFICATIONS THEORY; PURCHASE INTENTION; NOSTALGIA; LOYALTY; SATISFACTION; ACCEPTANCE;
D O I
10.1108/ITP-07-2017-0216
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Purpose The purpose of this paper is to identify the determinants of players' continuance intentions to play Pokemon GO (PG) and ultimately make in-app purchases, mainly from the perspectives of psychological, social and gaming motivational factors. Design/methodology/approach The research model was empirically assessed based on 362 validated responses from current players of PG in Malaysia. Analysis was carried out using the partial least squares path modeling method. Findings The results indicated that enjoyment, network externalities, community involvement and the need-to-collect significantly influence players' continuance intention. Furthermore, the findings reveal that flow and nostalgia have indirect effects on players' continuance intention, which in turn significantly influences their purchase intention. Originality/value This study provides empirical support for an integrated model for understanding the antecedents of the players' behavioral intentions that incorporates psychological, social and gaming motivational factors in the context of an augmented reality mobile game.
引用
收藏
页码:646 / 667
页数:22
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