Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions

2020 ◽  
Vol 51 (3) ◽  
pp. 287-309
Author(s):  
Brady Patzer ◽  
Barbara Chaparro ◽  
Joseph R. Keebler

Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.

2018 ◽  
pp. 960-981 ◽  
Author(s):  
Donald Louis Amoroso ◽  
Pajaree Ackaradejruangsri ◽  
Ricardo A. Lim

This study builds on existing loyalty literature and theories, and extends to include consumer attitudes impact on continuous intention and loyalty based on relationship marketing and information systems. Three structural equation models built from a survey of 458 mobile Thai consumers revealed that inertia was the strongest factor among all constructs in predicting consumer loyalty and continuance intention, either as mediator or antecedent. Support was found for all of the hypothesized relationships for consumers using mobile wallet apps, except for the path between loyalty and continuance intention. Though the direct effects of consumer attitudes were more or less constant, satisfaction became insignificant when inertia acted as a mediator. As an antecedent to both consumer attitudes and satisfaction, inertia significantly increased the explanatory power of continuance intention and loyalty. This study provides new insights into factors that influence loyalty and continuance intention in the context of mobile wallet applications.


Author(s):  
Donald Louis Amoroso ◽  
Pajaree Ackaradejruangsri ◽  
Ricardo A. Lim

This study builds on existing loyalty literature and theories, and extends to include consumer attitudes impact on continuous intention and loyalty based on relationship marketing and information systems. Three structural equation models built from a survey of 458 mobile Thai consumers revealed that inertia was the strongest factor among all constructs in predicting consumer loyalty and continuance intention, either as mediator or antecedent. Support was found for all of the hypothesized relationships for consumers using mobile wallet apps, except for the path between loyalty and continuance intention. Though the direct effects of consumer attitudes were more or less constant, satisfaction became insignificant when inertia acted as a mediator. As an antecedent to both consumer attitudes and satisfaction, inertia significantly increased the explanatory power of continuance intention and loyalty. This study provides new insights into factors that influence loyalty and continuance intention in the context of mobile wallet applications.


Author(s):  
Ana Ruiz-Fernández ◽  
Miriam Junco-Guerrero ◽  
David Cantón-Cortés

Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.


2020 ◽  
Author(s):  
Tong Wang ◽  
Lingye Fan ◽  
Xu Zheng ◽  
Wei Wang ◽  
Jun Liang ◽  
...  

BACKGROUND Continued use of mHealth apps can achieve better effects in health management. Gamification is an important factor in promoting users’ intention to continue using mHealth apps. Past research has rarely explored the factors underlying the continued use of mobile health (mHealth) apps and gamification’s impact mechanism or path on continued use. OBJECTIVE This study aimed to explore the factors influencing mHealth app users’ intention to continue using mHealth apps and the impact mechanism and path of users’ feelings induced by gamification on continued mHealth app use. METHODS First, based on the expectation confirmation model of information system continuance, we built a theoretical model for continued use of mHealth apps based on users’ feelings toward gamification. We used self-determination theory to analyze gamification’s impact on user perceptions and set the resulting feelings (competence, autonomy, and relatedness) as constructs in the model. Second, we used the survey method to validate the research model, and we used partial least squares to analyze the data. RESULTS A total of 2988 responses were collected from mHealth app users, and 307 responses were included in the structural equation model after passing the acceptance criteria. The intrinsic motivation for using mHealth apps is significantly affected by autonomy (β=.312; <i>P</i>&lt;.001), competence (β=.346; <i>P</i>&lt;.001), and relatedness (β=.165; <i>P</i>=.004) induced by gamification. The intrinsic motivation for using mHealth apps has a significant impact on satisfaction (β=.311, <i>P</i>&lt;.001) and continuance intention (β=.142; <i>P</i>=.045); furthermore, satisfaction impacts continuance intention significantly (β=.415; <i>P</i>&lt;.001). Confirmation has a significant impact on perceived usefulness (β=.859; <i>P</i>&lt;.001) and satisfaction (β=.391; <i>P</i>&lt;.001), and perceived usefulness has a significant impact on satisfaction (β=.269; <i>P</i>&lt;.001) and continuance intention (β=.273; <i>P</i>=.001). The mediating effect analysis showed that in the impact path of the intrinsic motivation for using the mHealth apps on continuance intention, satisfaction plays a partial mediating role (β=.129; <i>P</i>&lt;.001), with a variance accounted for of 0.466. CONCLUSIONS This study explored the impact path of users’ feelings induced by gamification on the intention of continued mHealth app use. We confirmed that perceived usefulness, confirmation, and satisfaction in the classical continued use theory for nonmedical information systems positively affect continuance intention. We also found that the path and mechanism of users' feelings regarding autonomy, competence, and relatedness generated during interactions with different gamification elements promote the continued use of mHealth apps.


2022 ◽  
Vol 11 (1) ◽  
pp. 163-177
Author(s):  
Kosta Dolenc ◽  
Andrej Šorgo ◽  
Mateja Ploj

<p style="text-align: justify;">The response of most universities to the Coronavirus disease (COVID-19) pandemic was Online Distance Teaching (ODT), which was a new experience for many educators and students. The aim of the study was to investigate the response of university teachers to ODT. A questionnaire was sent to all university teachers (N = 914). We received 290 usable responses. To create a Continuance Intention Model of Forced Online Distance Teaching (CIMoFODT), Confirmatory Factorial Analysis (CFA) and Structural Equation Modelling (SEM) were used in addition to descriptive and inferential statistics. The main findings were as follows: (i) during the closure, use of the videoconferencing system MS Teams was the only item that increased significantly, owing to mandatory use; (ii) the increase in the use of other applications (e.g., Moodle, email) was minimal; (iii) after the reopening of the university, email, Moodle, and supplementary online materials will be used for ODT; MS Teams will be used for small group teaching and individual consultations; (iv) CIMoFODT can be applied to explain the intention to continue ODT. The main conclusion is that teachers will return to traditional teaching when classrooms reopen.</p>


Author(s):  
Julieth Katherin Acosta-Medina ◽  
Martha Liliana Torres-Barreto ◽  
Andrés Felipe Cárdenas-Parga

Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's preference for using the gamified tool Didactic City, by using a quantitative methodology and structural equation models. This preference included fundamental factors such as utility, knowledge, engagement, enjoyment, motivation, and ease of use. The results are expected to contribute to create a more informed decision-making process not only for video game designers but also for pedagogues, and educational managers who could perform game improvements, redesigns, inclusion, or exclusion of individual elements that would make students prefer to use gamification tools in the future. The results indicate that the students' utility, the enjoyment generated by the tool, and the improvement of knowledge are the critical factors in terms of preference for using gamified tools in virtual learning environments.   Implications for policy and practice: In virtual learning environments, higher education institutions and instructors can include gamified tools to create pleasant environments that increase students' motivation and facilitate learning. Designers and developers of gamified educational tools should measure their acceptance, as this factor is decisive for fulfilling the purposes of these pedagogical tools. Researchers could evidence more factors that influence the preference for the use of gamified educational tools.


2017 ◽  
Vol 117 (6) ◽  
pp. 1127-1144 ◽  
Author(s):  
Christopher Sibona ◽  
Jeff Cummings ◽  
Judy Scott

Purpose Social networking sites (SNSs) continue to grow in popularity with competition in the market growing as well. The purpose of this paper is to examine three research questions to determine how competition within the SNS area may affect the continuance intention on the incumbent SNS, Facebook. The first question examines the relationship between having an account on one of the four different SNSs and the impact on continuance intention. The second question examines attitudes toward specific alternatives and continuance intention on the incumbent SNS. The third question takes a broader examination of general attitudes about alternative attractiveness and attitude toward switching to predict continuance intention. A post hoc analysis was conducted to further understand the impact of specific SNS alternative attitudes on general attitudes. Design/methodology/approach Based on a survey of 918 users, this research examines the three questions using various methods including ANCOVA to examine question 1 and multiple structural equation models to examine questions 2, 3 and the post hoc analysis. Findings The analysis of the models suggests that both alternative attractiveness and attitude toward switching have the greatest impact on the continuance intention of the incumbent site. Specific sites were found to be complements or substitutes for the incumbent. The viewing of the specific alternative site as an alternative to Facebook had a negative impact on continuance intention. The general model of alternative attractiveness and attitude toward switching explained a moderate to substantial amount of continuance intention. Originality/value Although use and abandonment of SNSs have been examined extensively, minimal attention has been given to the impact that alternative SNSs have on continuance intentions of a user’s primary SNS.


2019 ◽  
Vol 37 (2) ◽  
pp. 646-664 ◽  
Author(s):  
Michael Humbani ◽  
Melanie Wiese

Purpose The purpose of this paper is to develop and test an integrated model of the modified technology readiness index (TRI) with the extended expectation-confirmation model, in the context of information technology (E-ECM-IT) to explain the adoption and the intention to continue to use mobile payment applications (apps). Design/methodology/approach Data were collected from 426 users of mobile payment apps across South Africa. A confirmatory factor analysis was performed to validate the factor structure of the measurement items while structural equation modelling was employed to validate the proposed model and testing the hypotheses. Findings The overall model explained 81 per cent of variance in adoption and 78.5 per cent in the intention to continue to use mobile payment services. “Drivers” were better predictors of adoption than “inhibitors” while satisfaction emerged as the strongest predictor of continuance intentions. Originality/value To the best knowledge of the authors, this study is the first to empirically test an integrated modified TRI and E-ECM-IT model to supplement the paucity of research on the topic. The results show that the integrated model provides an enhanced way to understand the factors that influence adoption and continuance intention towards mobile payment apps. The results also add to existing knowledge of mobile technology literature.


2019 ◽  
Vol 33 (1) ◽  
pp. 340-360 ◽  
Author(s):  
Lili Zheng

Purpose The long-term development of a mobile gaming application (app) depends on its continued use by its users. The expectation–confirmation model of IS continuance was used as the basic framework, to which bi-dimensional consumption emotions were added to help better explain satisfaction judgment and continuance intention in the context of mobile gaming app use. The paper aims to discuss this issue. Design/methodology/approach The data were analyzed using structural equation models. The effects of positive consumption emotions and negative consumption emotions were examined, respectively, in Models 1 and 2. Competing models (Models 3 and 4) were also examined in order to compare the proposed model. Findings Both PE and NE have an effect on the satisfaction of mobile gaming app users and their continued usage intention, a finding that represents an important contribution to the extension of technology continuance theory. Comparison with the IS continuance model shows that the new model can explain significantly more variance in continuance intention. Practical implications Mobile gaming firms should pay attention to users’ consumption emotions, especially negative emotions. Some specific emotions involved in mobile gaming app use were identified, which could guide firms’ understanding of users’ emotions. Originality/value This study offers insight into the role of consumption emotions in forming continuance intentions toward mobile gaming app use in China, a topic that has not previously been investigated.


2021 ◽  
Vol 5 (1) ◽  
pp. 15-22
Author(s):  
Ronaldo Gultom ◽  
Boy Nurttjahyo Moch ◽  
Ramadhan Khafri ◽  
Maya Arlini Puspasari

Nowadays utilization of mobile applications, especially for mobile games growth rapidly. This situation affects mobile games market more competitive and results in only few games can survive. The abundance number of mobile games that available makes users will remove their downloaded games if it lacks of interesting experience that affected their enjoyment on first try. Because of this, perceived enjoyment is often considered as an important factor that affects users’ intention to continue playing the mobile games. Therefore, this study aims to discover what factors affects perceived enjoyment and find out whether perceived enjoyment is affecting user’s intention to continue playing mobile games or not. The research model adopts several latent variables that are used to measure the perceived enjoyment and its effect on continuance intention of mobile games. The model is tested by using Partial Least Square–Structural Equation Modeling (PLS-SEM) with a sample size of 205 respondents.


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