Using the playful consumption experience model to uncover behavioral intention to play Multiplayer Online Battle Arena (MOBA) games

被引:30
作者
Abbasi, Amir Zaib [1 ]
Rehman, Umair [2 ]
Fayyaz, Muhammad Shahzeb [3 ]
Ting, Ding Hooi [4 ]
Shah, Muhammad Umair [5 ]
Fatima, Ramsha [6 ]
机构
[1] Shaheed Zulfikar Ali Bhutto Inst Sci & Technol, Dept Management Sci, Islamabad Campus, Islamabad, Pakistan
[2] Wilfrid Laurier Univ, User Experience Design, Brantford, PQ, Canada
[3] Ghulam Ishaq Khan Inst Engn Sci & Technol, Topi, Pakistan
[4] Univ Teknol Petronas, Seri Iskandar, Perak, Malaysia
[5] Univ Waterloo, Fac Engn, Waterloo, ON, Canada
[6] Lahore Univ Management Sci, Lahore, Pakistan
关键词
Playful-consumption experiences; MOBA games; UGT; TAM; PLS-SEM; TECHNOLOGY ACCEPTANCE MODEL; INFORMATION-TECHNOLOGY; HEDONIC CONSUMPTION; USER ACCEPTANCE; USAGE; ADOPTION; SYSTEMS;
D O I
10.1108/DTA-02-2021-0055
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
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.
引用
收藏
页码:223 / 246
页数:24
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