Augmenting the formation of esports gameplay intention: interaction effects of genre and gender

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wooyoung (William) Jang ◽  
Kevin K. Byon ◽  
Antonio Williams ◽  
Paul M. Pedersen

PurposeWhile each genre and gender has been revealed as significant moderators for esports gameplay intention, exploring the interaction effects between genre and gender could broaden our understanding of the drivers’ relative effects on esports gameplay intention. Thus, the purpose of this study is to examine the interaction effects of gender and genre in the relationship between esports gameplay intention and its drivers (i.e. hedonic motivation, habit, price value, effort expectancy, social influence and flow).Design/methodology/approachThe hypothesized model was examined using data from a sample (N = 1,194). For the purposes of data analysis, confirmatory factor analysis and structural equation modeling were used to examine the hypothesized model. Then, a series of structural invariance tests were conducted to compare the interrelationship between the six determinants and esports gameplay for the six-group model.FindingsThe results of the six-group model comparison indicated that the interaction between gender and genre moderates the relationship between drivers and esports gameplay intention. In particular, the following moderation effects were observed: (1) “social influence-esports gameplay intention” between “male-physical enactment” and “female-physical enactment”; (2) “habit-esports gameplay intention” and (3) “effort expectancy-esports gameplay intention” between “female-imagination” and “female-physical enactment”; (4) “hedonic motivation-esports gameplay intention” and (5) “effort expectancy-esports gameplay intention” between “female-physical enactment” and “female-sport simulation.”Originality/valueThe findings of this current study contributed to clarifying the genre and gender effects in esports gameplay intention and thus the extension of the Esports Consumption (ESC) model (Jang et al., 2020a) and the technology adoption literature. Since the ESC model grounded the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), the improvement of the ESC model extended UTAUT2. In consumer behavior research in the esports context, this current study contributed to the extension of UTAUT2 on the new moderating mechanisms by adding the interaction between gender and esports game genre.

2020 ◽  
Vol 21 (2) ◽  
pp. 225-245 ◽  
Author(s):  
Nilsah Cavdar Aksoy ◽  
Alev Kocak Alan ◽  
Ebru Tumer Kabadayi ◽  
Alican Aksoy

PurposeThis study aims to examine the wearable devices market as an essential representative of the digital age using a framework based on the Unified Theory of Acceptance and Use of Technology (UTAUT) and the context of sports wearables.Design/methodology/approach411 people, are both users and non-users of this technology were surveyed online, and the obtained data analyzed using structural equation modeling.FindingsThe results support the effects of performance expectancy, effort expectancy, facilitating conditions, and social influence on attitude toward sports wearables and attitude of usage intention. Further, technophobia moderates the relationship between performance expectancy and attitude. However, a moderating effect of technophobia on the relationship between effort expectancy and attitude was not observed.Originality/valueDue to innovative technologies in the digital age we live in, the devices we use in everyday life have gained intelligence. As more developments take place, and related products enter the market, understanding how people react to these products becomes an important issue. While investigating this issue in the context of sports wearables in this study, an important psychological construct, technophobia, was included in the research model in order to explore the usage intention of individuals through the effects of psychological constructs, such as paranoia, fear, anxiety, cybernetic revolt and cellphone avoidance, and the strong combination of important constructs of phobia to go against technology.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Rahmatina Awaliah Kasri ◽  
Adela Miranti Yuniar

Purpose This study aims to determine the factors that influence the intention to use online platforms in paying zakat in Indonesia. Design/methodology/approach This study used the extended unified theory of acceptance and use of technology as the theoretical framework, where zakat literacy is added to the model’s main components (i.e. performance expectancy, effort expectancy, facilitating condition and social influence). Primary data was collected through an online survey involving 223 Indonesian Muslims who have used various online channels to pay zakat and analyzed by using structural equation modeling as the empirical approach. Findings The findings indicate that performance expectancy, effort expectancy, facilitating condition and zakat literacy significantly affect the intention to use an online platform to pay zakat in Indonesia. However, social influence is found to be insignificant in this study. Research limitations/implications The study used a relatively small sample size compared to the Indonesian population’s size. Thus, the results must be interpreted with the sample observed. Practical implications Zakat organizations should make sure that their system is easy for people to make an online zakat payment, as easy access is the most important factor influencing the intention to pay zakat online. They must also increase efficiency and effectiveness of the payment system, enhance quality of the organizational and technical infrastructures and contribute to improving zakat literacy together with other zakat stakeholders. Originality/value This study offers new insights related to the quantitative study on digital zakat and behavior of zakat payers, particularly in Indonesia.


2016 ◽  
Vol 116 (5) ◽  
pp. 978-1004 ◽  
Author(s):  
Li-Chun Hsu ◽  
Wen-Hai Chih ◽  
Dah-Kwei Liou

Purpose – The purpose of this paper is to explore the model of enhancing the electronic word-of-mouth (eWOM) effects through the virtual community by discussing the relationship among sense of virtual community, social influence and eWOM effects. Design/methodology/approach – This research adopted structural equation modeling to test the proposed model, and the structural model showed a good fit. This research sample consisted of 492 members who have used Facebook for at least half-a-year. Findings – The results indicated that sense of virtual community had effects on normative influence, informative influence, and perceived eWOM review credibility. Both social influence and perceived eWOM review credibility had effects on eWOM review adoption. Social influence in virtual community partially mediated the relationship between virtual community members’ sense of virtual community and perceived eWOM review credibility. Virtual community members’ perceived eWOM review credibility partially mediated the relationship between normative/informative influence and eWOM review adoption. Practical implications – This study discussed conclusions and managerial implications of the findings. Originality/value – This research filled a void that most of the previous studies in this area focussed on a single social interaction perspective. The authors argued that community studies should incorporate and distinguish SOVC and social influence factors.


2018 ◽  
Vol 9 (2) ◽  
pp. 118-142 ◽  
Author(s):  
Pei Ying Chua ◽  
Sajad Rezaei ◽  
Man-Li Gu ◽  
YokeMoi Oh ◽  
Manimekalai Jambulingam

PurposeThe purpose of this paper is to investigate the determinants of behavioural intention and use behaviour towards social networking apps. Exogenous latent constructs, namely, performance expectancy, effort expectancy and social influence are the key antecedents proposed based on the unified theory of acceptance and use of technology to predict the usage intention and behaviour of social networking apps (i.e. endogenous latent constructs). Experience as a moderator is the extended construct to explain social networking apps user’s behavioural intention.Design/methodology/approachTo target young generation (Millennial), a cross-sectional data collection approach was conducted to collect data from the social networking apps users (i.e. Facebook, WhatsApp, WeChat, Twitter, Instagram, YouTube, Snapchat and others) whereby a total of 384 valid questionnaires were obtained from six universities in Malaysia. Statistical analysis using partial least squares path modelling approach and a variance-based structural equation modelling (VB-SEM) techniques is performed to analyse the measurement and structural relationship.FindingsThe findings indicate that performance expectancy, effort expectancy and social influence determine behavioural intention, and behavioural intention impacts social networking apps use behaviour. Moreover, the moderation analysis reveals that the relationship between effort expectancy and behavioural intention is moderated by experience, whereas the relationship between social influence and behavioural intention is not moderated by experience.Originality/valueWhile the surge of social networking apps has gained tremendous popularity among Millennial as an attractive market segment, previous studies mainly have focussed on intention and behaviour of online users in general. Despite apps and related technologies which have opened a new era of effective communications in marketing, social networking apps usage intention and behaviour focussing on Millennial is not well understood in the current literature. This study contributes and sheds lights on the current issue of social networking apps usage intention and behaviour and looks into a key rising market segment, the Millennial users.


2017 ◽  
Vol 10 (2) ◽  
pp. 164-182 ◽  
Author(s):  
Ali Tarhini ◽  
Ra’ed Masa’deh ◽  
Kamla Ali Al-Busaidi ◽  
Ashraf Bany Mohammed ◽  
Mahmoud Maqableh

Purpose This research aims to examine the factors that may hinder or enable the adoption of e-learning systems by university students. Design/methodology/approach A conceptual framework was developed through extending the unified theory of acceptance and use of technology (performance expectancy, effort expectancy, hedonic motivation, habit, social influence, price value and facilitating conditions) by incorporating two additional factors, namely, trust and self-efficacy. Data were collected from students at two universities in England using a cross-sectional questionnaire survey between January and March 2015. Findings The results showed that behavioral intention (BI) was significantly influenced by performance expectancy, social influence, habit, hedonic motivation, self-efficacy, effort expectancy and trust, in their order of influencing the strength and explained 70.6 per cent of the variance in behavioral intention. Contrary to expectations, facilitating conditions and price value did not have an influence on behavioral intention. Originality/value The aforementioned factors are considered critical in explaining technology adoption but, to the best of the authors’ knowledge, there has been no study in which all these factors were modeled together. Therefore, this study will contribute to the literature related to social networking adoption by integrating all these variables and the first to be tested in the UK universities.


2015 ◽  
Vol 34 (8) ◽  
pp. 650-665 ◽  
Author(s):  
Sharon Foley ◽  
Hang-yue Ngo ◽  
Raymond Loi ◽  
Xiaoming Zheng

Purpose – The purpose of this paper is to examine the effects of gender and strength of gender identification on employees’ perception of gender discrimination. It also explores whether gender comparison and perceived gender bias against women act as mediators in the above relationships. It aims to advance the understanding of the processes leading to individual’s perception of gender discrimination in the Chinese workplace. Design/methodology/approach – Data were collected from 362 workers via an employee survey in three large companies in China. The human resource staff helped us to distribute a self-administered questionnaire to the employees, and the authors assured them of confidentiality and protected their anonymity. To test the hypotheses, the authors employed structural equation modeling. The authors first conducted confirmatory factor analysis on the measurement model, and then the authors estimated three nested structural models to test the mediating hypotheses. Findings – The results reveal that gender and strength of gender identification are related to perceived gender discrimination. The authors further found that gender comparison and perceived gender bias against women partially mediated the relationship between gender and perceived gender discrimination, while gender comparison fully mediated the relationship between strength of gender identification and perceived gender discrimination. Practical implications – The study helps managers understand why and how their subordinates form perceptions of gender discrimination. Given the findings, they should be aware of the importance of gender identity, gender comparison, and gender bias in organizational practices in affecting such perceptions. Originality/value – This study is the first exploration of the complex relationships among gender, gender identification, gender comparison, perceived gender bias against women, and perceived gender discrimination. It shows the salient role of gender comparison and gender bias against women in shaping employees’ perceptions of gender discrimination, apart from the direct effects of gender and strength of gender identification.


2018 ◽  
Vol 52 (5/6) ◽  
pp. 1154-1184 ◽  
Author(s):  
Tom Chen ◽  
Judy Drennan ◽  
Lynda Andrews ◽  
Linda D. Hollebeek

PurposeThis paper aims to propose user experience sharing (UES) as a customer-based initiation of value co-creation pertaining to service provision, which represents customers’ level of effort made for the direct benefit of others in their service network. The authors propose and empirically examine a user experience sharing model (UESM) that explicates customer-to-customer (C2C) UES and its impacts on firm-desired customer-based outcomes in online communities.Design/methodology/ApproachBased on an extensive review, the authors conceptualize UES and UESM. By using online survey data collected from mobile app users in organic online communities, the authors performed structural equation modeling analyses by using AMOS 24.FindingsThe results support the proposed UESM, showing that C2C UES acts as a key driver of both firm-desired customer efforts and customer insights. The results also confirmed that service-dominant (S-D) logic-informed motivational drivers exert a significant impact on C2C UES. Importantly, C2C UES mediates the relationship between S-D logic-informed motivational drivers and firm-desired customer-based outcomes.Originality/valueThis study offers a pioneering attempt to develop an overarching concept, UES, which reflects customers’ initiation of value co-creation, and to empirically examine C2C UES. The empirical evidence supports the key contention that firms should proactively facilitate C2C UES.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Halil Erdem Akoglu ◽  
Oğuz Özbek

PurposeAdopting the brand resonance approach, this research aimed to reveal the effect of emotional (perceived quality) and rational (brand trust) factors between brand experience and brand loyalty.Design/methodology/approachThis article uses the brand resonance model to examine the above-mentioned relationship. The sample of the study consisted of 385 sports consumers between the ages of 18 and 65 years. An online survey was used to collect data and surveys were delivered to sports consumers via social media. Using SmartPLS 3.0 software, a partial least squares structural equation modeling analysis was conducted in this study.FindingsThe results support the hypotheses and demonstrate the importance of quality and trust in building customer loyalty for companies in the sports industry. Brand experience has a positive direct effect on perceived quality, brand trust and brand loyalty. It has been revealed that there is an important intermediary role of perceived quality and brand trust that manages the relationship between customers' brand experience and brand loyalty.Practical implicationsThe findings of this study are essential for brands that want to develop and are included in the sports industry in the online shopping environment, which increases with the development of technology to create long-term loyalty in customers.Originality/valueIt reveals two mediating roles in the relationship between brand experience and brand loyalty, namely perceived quality and brand trust. These research results help to understand the processes of shaping the loyalty of sports consumers towards sports brands. Unlike previous studies, it examines this relationship in the sports industry by adding new mediator variables and contributes to the development of the model.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kaveh Asiaei ◽  
Zabihollah Rezaee ◽  
Nick Bontis ◽  
Omid Barani ◽  
Noor Sharoja Sapiei

Purpose The pivotal role of knowledge management (KM) and its extensive implications have been debated in the academic literature with insufficient focus on its link to particular organizational control mechanisms such as performance measurement systems (PMS). To bridge this gap and building on resource orchestration theory, this paper aims to investigate the relationships between KM factors, PMS and corporate performance. Design/methodology/approach Based on a survey data set of 92 listed companies in Iran, the framework and hypotheses were tested using structural equation modeling (SEM) based on partial least squares (PLS). Findings The SEM-PLS results indicate that knowledge assets are significantly associated with both PMS and corporate performance while knowledge process capabilities (KPC) are not significantly associated with PMS and corporate performance. This study also shows that PMS mediates the relationship between knowledge assets and corporate performance. Practical implications The results suggest that the use of appropriate management control systems plays an effective role in synchronizing, aligning and orchestrating a company’s various knowledge resources, which, in turn, can lead to superior overall performance. Originality/value Building on a unique synthesis of resource orchestration theory and the knowledge-based view of the firm, the results of this study provide the first empirical evidence on how PMS intervenes in the relationship between knowledge resources (knowledge assets and KPC) and corporate performance.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Morteza Taheri ◽  
Sharareh Motealleh ◽  
Jalil Younesi

Purpose Past research shows that workplace fun has a positive effect on informal learning, however, the role of individual and organizational mediating variables in this relation has not been studied much. This study aims to examine the role of management support, motivation to learn and learning opportunity in the relationship between workplace fun and informal learning. Design/methodology/approach In this multivariate correlation study, data were collected through questionnaires. In total, 200 employees of the petrochemical industry participated. Partial least squares structural equation modeling was used to analyze the data. Findings The main finding suggests that motivation to learn contributes to informal learning. Fun in the workplace has a positive and significant indirect effect on informal learning by providing a variety of opportunities to learn; the management support in the final model also mediates the relationship between workplace fun and opportunities to learn. Practical implications The results indicate the benefits of creating and maintaining fun in the workplace to improve informal learning. The authors will be better able to advise by providing abundant resources for formal training such as time, learning climate and financial resources, workplace fun can be used as a practical strategy to promote informal learning where the workplace is fun, innovation, creativity and performance improvement occur. Managers should make arrangements to spontaneously motivate employees to learn informally and provide fun and varied opportunities for informal learning. Originality/value In this study, the multiple correlations and the effect of motivation variables, learning opportunity and management support in the relationship between workplace fun and informal learning were studied. Examining how these relationships are and identifying the moderator of this relationship because of individual and environmental differences requires further studies.


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