Hsin Hsin Chang, You-Hung Lin, Yu-Yu Lu, Cheng Lung Lee
{"title":"Exploring user motivations to proactive stickiness through pleasure-arousal-dominance model towards online games","authors":"Hsin Hsin Chang, You-Hung Lin, Yu-Yu Lu, Cheng Lung Lee","doi":"10.1007/s10799-024-00440-3","DOIUrl":null,"url":null,"abstract":"<p>As the gamers market has a positive outlook in the post-pandemic period, the revenue of online games is expected to increase. User motivations and the pleasure-arousal-dominance (PAD) model are adopted in this study to explain why individuals continue to play a particular online game. User motivations (achievement, immersion, and social components) are utilized as antecedents of the PAD model, where achievement includes advancement and mechanics; immersion includes role-playing; and social includes socializing and relationship. Social influence and sunk costs act as moderators to examine the relationships between pleasure and players’ proactive stickiness. A total of 801 valid responses from online game players were collected and used for data analysis. The results revealed causation relationships among advancement, mechanics, escapism to dominance, and energetic arousal. Socializing influenced dominance with the relationship affecting energetic arousal. Furthermore, dominance influenced energetic arousal, and both affected pleasure, leading to the effect of proactive stickiness. Social influence and sunk costs were also proven to have moderating effects. It is suggested that gaming companies can utilize the proposed motivations to design the games in order to stimulate gamers’ emotional states and further increase their online game proactive stickiness.</p>","PeriodicalId":13616,"journal":{"name":"Information Technology and Management","volume":"102 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information Technology and Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1007/s10799-024-00440-3","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
As the gamers market has a positive outlook in the post-pandemic period, the revenue of online games is expected to increase. User motivations and the pleasure-arousal-dominance (PAD) model are adopted in this study to explain why individuals continue to play a particular online game. User motivations (achievement, immersion, and social components) are utilized as antecedents of the PAD model, where achievement includes advancement and mechanics; immersion includes role-playing; and social includes socializing and relationship. Social influence and sunk costs act as moderators to examine the relationships between pleasure and players’ proactive stickiness. A total of 801 valid responses from online game players were collected and used for data analysis. The results revealed causation relationships among advancement, mechanics, escapism to dominance, and energetic arousal. Socializing influenced dominance with the relationship affecting energetic arousal. Furthermore, dominance influenced energetic arousal, and both affected pleasure, leading to the effect of proactive stickiness. Social influence and sunk costs were also proven to have moderating effects. It is suggested that gaming companies can utilize the proposed motivations to design the games in order to stimulate gamers’ emotional states and further increase their online game proactive stickiness.
由于大流行后的游戏玩家市场前景看好,网络游戏的收入有望增加。本研究采用了用户动机和愉悦-兴奋-支配(PAD)模型来解释为什么个人会继续玩某款网络游戏。用户动机(成就感、沉浸感和社交成分)被用作 PAD 模型的前因,其中成就感包括进步和机制;沉浸感包括角色扮演;社交包括社交和关系。社会影响和沉没成本作为调节因素,用于研究愉悦感与玩家主动粘性之间的关系。研究共收集了 801 份来自网络游戏玩家的有效问卷,并对其进行了数据分析。结果显示,提升、机制、对支配地位的逃避和精力唤醒之间存在因果关系。社交影响支配力,而支配力又影响精力唤醒。此外,支配地位会影响精力唤醒,两者都会影响快感,从而导致主动粘性效应。社会影响和沉没成本也被证明具有调节作用。研究建议,游戏公司可以利用所提出的动机来设计游戏,以刺激游戏玩家的情绪状态,进一步提高他们对网络游戏的主动粘性。