Consumer behavior of electronic games’ players: a study on the intentions to play and to pay

Lucas Lopes Ferreira de Souza, Ana Augusta Ferreira de Freitas
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引用次数: 28

Abstract

The electronic games market is one of the most profitable in the leisure segment, having surpassed the film industry. In terms of profitability, it is ranked as eleventh in the world and first in Latin America. Despite its relevance, there is little information about the reasons that lead consumers to play. This paper examined which attributes of the games influence consumers to play and pay for them. The methodology was a field research survey conducted with 600 electronic games’ players, and structural equation modeling was used to test the model. The results indicate that the constructs challenge, diversion, fun, fantasy and social interaction influence the intention to play and pay for games, while the construct competition has a negative effect on the intention to play. No significant causalities were found, regarding the constructs time flexibility and arousal, on the intention to play. Furthermore, we also observed that motivations that had the highest impact were fun, challenge and fantasy, attributes that should be considered by game developers and industry.

电子游戏玩家的消费行为:游戏意图与付费意愿研究
电子游戏市场是休闲领域最赚钱的市场之一,已经超过了电影行业。在盈利能力方面,它在世界上排名第11位,在拉丁美洲排名第一。尽管它具有相关性,但却很少有关于促使消费者玩游戏的原因的信息。本文考察了游戏的哪些属性会影响消费者玩游戏并为其付费。方法是对600名电子游戏玩家进行实地调研,并采用结构方程模型对模型进行检验。结果表明,挑战构念、转移构念、乐趣构念、幻想构念和社交互动构念对游戏意愿和付费意愿有影响,而竞争构念对游戏意愿有负向影响。在构念、时间、灵活性和唤醒方面,对游戏意图没有显著的因果关系。此外,我们还发现影响最大的动机是乐趣、挑战和幻想,这些都是游戏开发者和行业应该考虑的属性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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