Consumer behavior in online game communities: A motivational factor perspective
Publication Type:
Journal ArticleSource:
Computers in Human Behavior, Volume 23, Number 3, p.1642-1659 (2007)ISBN:
0747-5632Accession Number:
http://apps.isiknowledge.com/InboundService.do?Func=Frame&product=WOS&action=retrieve&SrcApp=EndNote&Init=Yes&SrcAuth=ResearchSoft&mode=FullRecord&UT=000244288900038Keywords:
community, loyalty, online games, TAM, TRAAbstract:
The concept of online communities has been used to improve customers' loyalty in recent years. While studies on transaction community such as online auction have received more attention in the literature, entertainment community such as online game has seldom been addressed. This study applies the theory of reasoned action (TRA) and modifies the technology acceptance model (TAM) to propose a research model. An empirical study involving 356 subjects was conducted to test this model. The results indicate that customer loyalty is influenced by perceived enjoyment, social norms and preference. Perceived cohesion has an indirect impact on loyalty. In addition, the finding's practical implication suggests that community managers must overcome the problems users encounter, including suffering from an unstable system, malicious players and grief players.
Digiplay Bibliography Updates
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game
Related references
- Neopian Economics of Play: Children's Cyberpets and Online Communities as Immersive Advertising in Neopets.com
- Kids’ Ad Play: Regulating Children's Advergames in the Converging Media Context
- Gamers Telling Stories: Understanding Narrative Practices in an Online Community
- Investigating the Mediating Role of Perceived Playfulness in the Acceptance of Hedonic Information Systems
- Development and Validation of a Game Addiction Scale for Adolescents


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