Effect of Gaming Addiction, Game Loyalty, and Gamer Motivation on Intention to Purchase Online Mobile In-Game Features: Case Study of PUBG Mobile

Author(s):  
Jordan Ahmad Yasir ◽  
Anna Amalyah Agus
2018 ◽  
Vol 7 (3.30) ◽  
pp. 202
Author(s):  
Keerati Sittichainarong ◽  
Aaron Loh ◽  
Preecha Methavasaraphak ◽  
John Barnes

Thailand is the biggest manufacturer of trucks and cars outside of Japan and China in Asia. Many had reported that "smart" technology especially that which leads towards driverless or autonomous vehicles will be the most important single development that will affect the automobile industry both domestically and globally.  Hence this research is therefore on the readiness of Thai car owners to adopt the new technology and the intention to purchase a smart car in the near future. Specifically, it is a case study on the influential factors affecting the intent to purchase a smart car by owners of a top Japanese brand in Bangkok. A questionnaire survey was conducted on 385 existing car owners of the Japanese brand under consideration in metropolitan areas of Bangkok and the data returned analyzed by multiple linear regression. The outcome of the research pointed towards ‘Self-identity” and ‘Emotional connection’ as the most influential factors towards the intent to purchase a smart car.  


Author(s):  
Eeva Liisa Nygren ◽  
Teemu H. Laine ◽  
Erkki Sutinen

<p class="0abstractCxSpFirst"><span lang="EN-US">Understanding engagement in games provides great opportunities for developing motivating educational games. However, even good games may induce disturbances on the learner. Therefore, we go further than presenting only results and discussion related to the motivation aspects and disturbance factors of the playing experience in UFractions (Ubiquitous fractions) storytelling mobile game. Namely, we define the dynamics between these two important game features. Sample of the case study was 305 middle school pupils in South Africa, Finland, and Mozambique.</span></p><p class="0abstractCxSpLast"><span lang="EN-US">Guidelines for game developers, users and educators were derived from the interplay of disturbance factors and motivations. Furthermore, we defined six different learning zones deriving from disturbances the player is facing and the player’s motivation level.</span></p>


Author(s):  
Kamonthip Maichum ◽  
Surakiat Parichatnon ◽  
Ke-Chung Peng

<div><p><em>This paper investigates the influence of attitude, halal knowledge, halal quality on purchase intention towards halal food of young non-Muslim consumers in Thailand. Consequently, total of 600 questionnaires were distributed and 482 usable responses were obtained yielding a response rate of 80.33%. Our results indicated that attitude has a strongest direct influence on intention to purchase and also the results indicated that halal knowledge has a significant effect on attitude towards halal food and had no significant effect on halal purchase intention. Furthermore, halal quality has significant positive influences on the purchase intention among the studied group in Thailand. Therefore, this paper could provide insights important for manufacturers, marketers and policymakers to understand the perspectives of young non-Muslim consumers in Thailand.</em></p></div>


2020 ◽  
Vol 24 (6) ◽  
pp. 699-710
Author(s):  
Robert E. Pitts ◽  
Wayne W. Smith ◽  
Weishen Wang

The purpose of this study was to examine how participants perceived sponsorships of companies supporting charity-linked events. Using a charity run as a case study, participants were asked to rate five sponsors responses related to their fit, recall, and intention to purchase. Our results confirm the importance of corporate social responsibility (CSR) as positively associated with equity, as measured by intention to purchase from sponsors. We also find that the participants' initial attitudes and motives affect their intention to purchase from sponsors. In particular, participants who attended the event for the charity are more likely to purchase from the charity-linked event sponsors. These results indicate that sponsors of this charity-linked event in order to make the sponsorship effective should examine sponsorship opportunities against its strategy with an understanding of the event participants, the potential customers they need to engage, and the firm's responsibility as a citizen of the communities in which it operates.


Author(s):  
Adebayo Omotosho ◽  
Truman Tyoden ◽  
Peace Ayegba ◽  
Joyce Ayoola

The importance of students’ involvement in classroom and non-classroom university courses cannot be overemphasized in the process of learning. But, students for several reasons must be motivated to enhance their continuous participation, especially in non-classroom courses. Landmark University is an agrarian-based institution and students are expected to actively take part in at least one agricultural course irrespective of their specializations. Students commitments to Farm Practice courses are core to graduation despite many students not meeting the expected level of dedication early. Gamification is the process of using game strategies and techniques to actively engage and motivate audiences and to solve problems. Using a database of agricultural resources from Landmark University Teaching and Research Farm, a prototype for a gamified mobile app for engaging students in Farm Practice is developed. Game features such as point, leaderboard, and scoresheet were embedded. The application performance was evaluated by a total of fifty students and 70% of the students claimed that their interests in Farm Practice were positively affected after using the app for the first time.


2016 ◽  
Vol 37 ◽  
pp. 358-365 ◽  
Author(s):  
Zainuddin Zakaria ◽  
Nurul Marina Azmi ◽  
Nik Fakrul Hazri Nik Hassan ◽  
Wan Anisabanum Salleh ◽  
Mohd Tajul Hasnan Mohd Tajuddin ◽  
...  

Author(s):  
Razif Sazali ◽  
Siti Shazwani Ahmad Suhaimi ◽  
Nur Shuhamin Nazuri ◽  
Mohamad Firdaus Ahmad ◽  
Jong-Young Lee

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