Videogames-as-a-service: How does in-game value co-creation enhance premium gaming co-creation experience for players?

被引:45
作者
Hussain, Ali [1 ]
Abid, Muhammad Farrukh [1 ]
Shamim, Amjad [1 ]
Ting, Ding Hooi [1 ]
Abu Toha, Md [2 ]
机构
[1] Univ Teknol PETRONAS, Dept Management & Humanities, Tronoh 32610, Perak Darul Rid, Malaysia
[2] Natl Univ, Business Studies Grp, Accounting & Informat Syst, Gazipur, Bangladesh
关键词
Video games; Premium gaming services; S -D logic; Value co-creation; Co-creation experience; DOMINANT LOGIC; VIRTUAL WORLDS; SELF-CONTROL; INTERNET; WILLINGNESS; PERSPECTIVE; ADDICTION; CONSUMER; BEHAVIOR; QUALITY;
D O I
10.1016/j.jretconser.2022.103128
中图分类号
F [经济];
学科分类号
02 ;
摘要
The games as a service model have enabled game developers to reach worldwide audiences and regard games as services rather than products, opening up new avenues to establish value propositions. Freemiumpremium gaming models of value co-creation have been studied in the past. Fostering the conversion of free users to premium subscribers and retaining those premium users are critical objectives for premium service providers. It is critical to effectively enable value co-creation through appropriate value propositions when the logic shifts from products to services such as depicted in the service-dominant logic. Since value propositions are the cornerstone of value, they must include insights about the customer's preferences, capabilities, and expectations, which can be gathered through the customer's value co-creation activities. Furthermore, little is known about the value realization that is assessed after using premium gaming services. The current study, which builds on the conceptual foundations of S-D logic, intends to investigate the gaming players' in-game co-creation experiences in the premium gaming setting through value co-creation activities. The model was tested using structural equation modeling (SEM)-based partial least based on survey data collected from 346 online gamers who used in-game premium services. The findings indicate that superior functionality, competition, sociability, personalization, and self-indulgence all have a substantial impact on players' desire to co-create with gaming service providers. Furthermore, the data revealed a significant outcome of value realization, which is appraised based on the premium gaming players' co-creation experience aspects. The findings of study 1 were further validated through qualitative intuitions to ensure the robustness of the valuable key insights, which confirms that different premium gaming motivations are necessary to enhance the value co-creation ties and gamer's overall co-creation experience positively. To improve premium players' co-creation experiences, online game service providers should route co-creation media into premium gaming settings.
引用
收藏
页数:15
相关论文
共 113 条
[1]   The impact of advertising value of in-game pop-up ads in online gaming on gamers' inspiration: An empirical investigation [J].
Abbasi, Amir Zaib ;
Rehman, Umair ;
Hussain, Ali ;
Ting, Ding Hooi ;
Ul Islam, Jamid .
TELEMATICS AND INFORMATICS, 2021, 62 (62)
[2]   Value creation or value destruction: Conceptualizing the experiential nature of value-in-use [J].
Abid, Muhammad Farrukh ;
Shamim, Amjad ;
Khan, Zaheen ;
Khan, Imran .
JOURNAL OF CONSUMER BEHAVIOUR, 2022, 21 (03) :583-601
[3]  
Afi F.E., 2021, MANAG MARKET, V16
[4]  
[Anonymous], 2013, NATURE, V493, P133
[5]  
[Anonymous], 2015, WIRTSCHAFTSINF
[6]   An investigation of consumers' self-control mechanisms when confronted with repeated purchase temptations: Evidence from online private sales [J].
Ayadi, Nawel ;
Giraud, Magali ;
Gonzalez, Christine .
JOURNAL OF RETAILING AND CONSUMER SERVICES, 2013, 20 (03) :272-281
[7]   A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs) [J].
Badrinarayanan, Vishag A. ;
Sierra, Jeremy J. ;
Martin, Kinnon M. .
JOURNAL OF BUSINESS RESEARCH, 2015, 68 (05) :1045-1052
[8]   Value co-creation with Internet of things technology in the retail industry [J].
Balaji, M. S. ;
Roy, Sanjit Kumar .
JOURNAL OF MARKETING MANAGEMENT, 2017, 33 (1-2) :7-31
[9]   Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features [J].
Balakrishnan, Janarthanan ;
Griffiths, Mark D. .
COMPUTERS IN HUMAN BEHAVIOR, 2018, 87 :238-246
[10]   SELF-EFFICACY - TOWARD A UNIFYING THEORY OF BEHAVIORAL CHANGE [J].
BANDURA, A .
PSYCHOLOGICAL REVIEW, 1977, 84 (02) :191-215