Predicting the Usage Intention of Social Network Games

2011 ◽  
Vol 1 (3) ◽  
pp. 29-37 ◽  
Author(s):  
Chiao-Chen Chang ◽  
Yang-Chieh Chin

Social network sites (SNSs) are new communication channels with which people can share information. The main functions of SNSs, such as MySpace, Facebook, and Orkut, consist of displaying a user’s social contacts, enabling people to view each other’s social networks and search for common friends or interesting content. Social networks are also connected to gaming and it is quickly becoming one of the most popular categories of applications on SNSs. The goal of this project is to gain insight into the factors that affect user intention to use a social network game. The study uses an extended technology acceptance model and focuses on combining personal innovativeness, personal involvement, intrinsic motivation and extrinsic motivation to explain usage intentions for social network games. The proposed model was tested with data collected from potential users of a social network game. A multiple regression analysis and MANOVA analysis were then conducted to identify the key causal relationships. It is expected that personal innovativeness and personal involvement will have positive effects on intrinsic and extrinsic motivation and ultimately influence usage intentions with regard to social network games.

Author(s):  
Chiao-Chen Chang ◽  
Yang-Chieh Chin

Social network sites (SNSs) are new communication channels with which people can share information. The main functions of SNSs, such as MySpace, Facebook, and Orkut, consist of displaying a user’s social contacts, enabling people to view each other’s social networks and search for common friends or interesting content. Social networks are also connected to gaming and it is quickly becoming one of the most popular categories of applications on SNSs. The goal of this project is to gain insight into the factors that affect user intention to use a social network game. The study uses an extended technology acceptance model and focuses on combining personal innovativeness, personal involvement, intrinsic motivation and extrinsic motivation to explain usage intentions for social network games. The proposed model was tested with data collected from potential users of a social network game. A multiple regression analysis and MANOVA analysis were then conducted to identify the key causal relationships. It is expected that personal innovativeness and personal involvement will have positive effects on intrinsic and extrinsic motivation and ultimately influence usage intentions with regard to social network games.


Author(s):  
Begoña Peral-Peral ◽  
Ángel F. Villarejo-Ramos ◽  
Manuel J. Sánchez-Franco

Social Network Sites (SNS) have very rapidly become part of the daily reality of Internet users in recent years. Firms also use social networks as a two-way communication with their current and potential customers. This exploratory work means to analyze if Internet users’ gender influences the behavior of using social networks. There is a reason for this. Despite Information and Communication Technologies (ICT) acceptance and use being more frequent in men, according to the previous literature, in line with different surveys on the subject, social networks are more used by women. The authors, therefore, analyze in this chapter if there are gender differences in the constructs of technology’s classic models, such as the TAM (Technology Acceptance Model) and the TPB (Theory of Planned Behavior). They use a sample of 1,460 university students.


2020 ◽  
Vol 10 (5) ◽  
pp. 651-670
Author(s):  
Yu Liu ◽  
Houjian Li

PurposeThe purpose of this paper, based on first-hand data from 255 chairmen of planting cooperatives in Sichuan province, is threefold: to understand their social network heterogeneity; to understand the significance for members of marketing innovation in farmers' cooperatives and to understand the effects of chairmen's social network heterogeneity on cooperative marketing innovation.Design/methodology/approachThe research employs an empirical survey of the chairmen of planting cooperatives in rural Sichuan province. The researchers use the ordinary least squares method to conduct regression on the data and the generalized linear model to process the data and avoid errors in the model setting. In the study, the following two hypotheses are examined: (1) The heterogeneity of chairmen's social networks has positive effects on cooperative marketing innovation; (2) The effects of heterogeneous external and internal social networks on cooperative marketing innovation are different.FindingsThe results show that both external and internal social network heterogeneity has positive effects on cooperative marketing innovation, and the effects of internal heterogeneity are greater than that of external heterogeneity.Originality/valueThis paper contributes to improving the income of farmers, the innovation of farmers' cooperatives and the development of agriculture in China. It provides a new way of managing and serving members to enable the long-term sustainable development of farmers' cooperatives.


2018 ◽  
Vol 14 (2) ◽  
pp. 170-189 ◽  
Author(s):  
Kelly Bergstrom

Social network games (SNGs) are genre of casual games that require being logged into a social networking site (e.g., Facebook) to access the gameworld. To date, investigations of these games are typically focused on the rate of attrition or “churn,” reinforcing the idea that SNG players exist to make the developer money rather than participating in a game they derive pleasure from. Seeking to recenter the player in research about SNGs, this article reports on a survey of former players ( N = 147) who were queried about their reason(s) for no longer participating in YoWorld, a Facebook-based SNG. Findings indicate that players typically quit because of external constraints to their leisure time rather than no longer interested in the game, which are not barriers to play that can be overcome by personalized in-game incentives, the typical developer response to prevent churn from taking place.


2013 ◽  
Vol 15 (3) ◽  
pp. 47-60
Author(s):  
Hyungsung Park

The purpose of this study is to find the educational meaning of activity on social network games. It was explored whether social network games can be used effectively to support learning via focusing on interaction. Social network games have a structure to facilitate self-directed learning readiness that is the nature of game-learning activity in terms of four dimensions. Four types of interaction on game learning activity are as follows: player-corresponding player interaction, player-content interaction, player-NPC (non-player character or game system) interaction, and player-context interaction. The result of this research, there are meaningful difference of self-directed learning readiness between learners who perform social network games and did not perform in their effect on the student's self-directed learning readiness on social network gaming activity. In other words, the group that performed the experience activity on social network game of higher interaction experienced improving of self-directed learning readiness than the group that did not perform the game.


2013 ◽  
pp. 145-161
Author(s):  
Hyungsung Park

This chapter explores whether social network games can be used effectively to support learning via focusing on interaction. The aim of this chapter is to find an interaction structure to facilitate learning on social network games by analyzing the nature of game-learning activity in terms of four dimensions. To this end, the types of interaction which can be applied in a game learning process through previous studies and related literature are suggested. The four types of interaction in game learning activity are as follows: Player-Corresponding Player interaction (PCP), Player-Content interaction (PC), player-NPC (non-player character or game system in social network game) interaction, and player-context interaction. Pioneer Trail, a social network game by Zynga and linked via Facebook, was analyzed in terms of suggested interaction formats.


Author(s):  
Yulia Bachvarova ◽  
Stefano Bocconi

Social media and social networks have gained an unprecedented role in connecting people, knowledge, and experiences. Game industry is using the power of social networks by creating Social Network Games, which can be even more engaging than traditional games. In this chapter, the main characteristics of Social Network Games and their potential are discussed. This potentiality can also be used for serious games (i.e. games with purposes beyond entertainment) and especially games related to learning and behavioural changes. This leads to introducing the emerging field of Serious Social Network Games and their unique characteristics that make them suitable for serious applications. Finally, the rising phenomenon of Social TV is discussed, which combines the power of TV and social media. Based on a project by the authors, preliminary findings on the most engaging techniques of Social TV Games are presented, together with initial suggestions on what constitutes good game mechanics for such games. The chapter concludes with future research directions for Social Network Games to become even more engaging and effective for purposes beyond pure entertainment.


2019 ◽  
Vol 12 (2) ◽  
pp. 175-193
Author(s):  
Charu Virmani ◽  
Dimple Juneja ◽  
Anuradha Pillai

User intention and nature of network plays a vital role towards the quality of response received as the result of any user query. Therefore, the need of system understanding the user's intent and network dynamism as well is highly apparent. The proposed query processing and analysing system (QPAS) for social networks is based on extracting user's intent from various social networks using existing NLP techniques. It fetches the information and further employs hybrid ensemble k-means hierarchical agglomerative clustering (HEKHAC) and modified Bitonic sort to improve the responses. The proposed approach offers an edge over other mechanisms as it not only retrieves more user-centric results as compared to traditional way of keyword-based searching but also in timely manner as well. It is an innovative approach to investigate the new aspects of social network. The proposed model offers a noteworthy revolution scoring up to precision and recall respectively.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Reo Song ◽  
Risto Moisio ◽  
Moon Young Kang

Purpose Virtual gifts have emerged as a common feature of online communities, social gaming and social networks. This paper aims to examine how network-related variables and gift-seeding impact virtual gift sales. The network variables include gift-giver centrality and gift-giving dispersion, capturing, respectively, the relative importance of gift-givers in a network and their tendency to give gifts to a greater or lesser number of network peers. Gift-seeding tactics capture social network firms’ attempts to stimulate virtual gift purchases by awarding virtual gifts to network members. Design/methodology/approach This study develops and estimates a fixed-effects panel data regression model to analyze virtual gift purchase data for a large social network service. Findings Gift-giver centrality, gift-giving dispersion and gift-seeding increase virtual gift purchases. Increases in consumers’ receipt of seed gifts from social network firms (“direct seeding”) and from other consumers (“indirect seeding”) increases virtual gift purchases. However, the extent to which consumers give seed gifts to their friends in the social network (“seed mediation”) does not affect sales. Greater gift-giver centrality amplifies (attenuates) the positive effects of direct (indirect) seeding. At greater levels of gift-giving dispersion, the effects of indirect seeding and seed mediation become negative. Furthermore, gift-seeding has spillover effects on virtual good (non-gift) purchases. Research limitations/implications This study’s data, drawn from a South Korean social network service, offer unique and valuable social network information on actual virtual gift purchases and their seeding. Future research should replicate the results of the study outside the South Korean context. Practical implications Given the effects reported in this study, social network firms can facilitate the purchases of virtual gifts by improving the targeting of consumers in social networks and gift-seeding tactics. Originality/value This study uniquely examines the individual and interactive effects of network-related variables and gift-seeding on virtual gift sales. The study is seminal in its examination of how gift-seeding can be used as a marketing tactic to increase virtual gift purchases.


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