Exploring the value of purchasing online game items

被引:122
作者
Park, Bong-Won [3 ]
Lee, Kun Chang [1 ,2 ]
机构
[1] Sungkyunkwan Univ, SKK Business Sch, Seoul 110745, South Korea
[2] Sungkyunkwan Univ, Dept Interact Sci, Seoul 110745, South Korea
[3] Res Inst Gangwon, Chuncheon Si 200041, Gangwon Do, South Korea
基金
新加坡国家研究基金会;
关键词
Game item; Consumption value; Free-to-play game; Character identification; Purchase intention; CUSTOMER SATISFACTION; GENDER-DIFFERENCES; CONSUMPTION VALUE; CHARACTER; LOYALTY; PLAY; IDENTIFICATION; ADDICTION; INTENTION; MODEL;
D O I
10.1016/j.chb.2011.06.013
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users' perceived value of purchasable game items, and (2) develop a new construct - the "integrated value of purchasing game items" - based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the "integrated value of purchasing game items" was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users' intention to purchase game items. (C) 2011 Elsevier Ltd. All rights reserved.
引用
收藏
页码:2178 / 2185
页数:8
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