{"title":"An Exploratory Study on the Purchase Intentions of Modern Board Games","authors":"Mehmet Kosa, P. Spronck","doi":"10.1145/3555858.3555907","DOIUrl":null,"url":null,"abstract":"Board gaming as a leisure activity is becoming increasingly popular. The research on modern commercial board gaming is also gaining momentum. In this study, we aim to investigate the factors that may play a role in board game purchase intentions. We conducted an online survey and collected data from habitual board gamers. Multiple regression analyses showed that enjoyment, positive word of mouth, age and gender were positively associated with purchase intentions whereas income, play frequency, prior board gaming experience and feelings of presence were not. We discuss the results and present potential future research.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"242 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 17th International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3555858.3555907","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Board gaming as a leisure activity is becoming increasingly popular. The research on modern commercial board gaming is also gaining momentum. In this study, we aim to investigate the factors that may play a role in board game purchase intentions. We conducted an online survey and collected data from habitual board gamers. Multiple regression analyses showed that enjoyment, positive word of mouth, age and gender were positively associated with purchase intentions whereas income, play frequency, prior board gaming experience and feelings of presence were not. We discuss the results and present potential future research.