Gamers’ gratifications and continuous intention to play eSports: the mediating role of gamers’ satisfaction-a PLS-SEM and NCA study

Muhammad Shahzeb Fayyaz, Amir Zaib Abbasi, Rehan Ahmad, Muhammad Hamza Qummar, Rodoula H. Tsiotsou, Saqib Mahmood
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Abstract

Purpose

This study aims to investigate the relationship between different hedonic (e.g. enjoyment and escapism) and utilitarian (e.g. achievement and challenge) gratifications and continuous intention to play eSports, considering the mediating role of gamer’s satisfaction. Uses and Gratification theory (U&G) has been employed as the study’s theoretical framework.

Design/methodology/approach

The present study used a survey research method and a self-administered questionnaire to collect the data. The data was gathered on-site from students of three universities in Pakistan’s Islamabad and Rawalpindi regions. Study respondents involved people from Gen Z and Gen Y aged between 18 to 25 and 26 to 40. A total of 401 responses were evaluated using the partial least squares structural equation modeling (PLS-SEM) and necessary condition analysis (NCA).

Findings

The PLS-SEM findings evidence that eSports players’ hedonic (e.g. enjoyment and escapism) and utilitarian (e.g. challenge) gratification positively impact gamers’ satisfaction, which subsequently drives eSports gamers’ continuance intention behavior. Furthermore, gamers’ satisfaction positively mediated the relationship between gratifications (e.g. enjoyment and escapism refer to hedonic, whereas achievement and challenge represent utilitarian) and continuance intentions. NCA on eSports gamers’ satisfaction and continuance intention identified critical predictive factors. The analysis revealed that only enjoyment is necessary for predicting satisfaction. Interestingly, NCA results also indicated that enjoyment, achievement, escapism, challenge and satisfaction are all necessary for predicting eSports gamers’ continuance intention.

Originality/value

This study investigates the mediating role of eSports gamers’ satisfaction between gamers’ perceived gratifications (i.e. enjoyment, escapism, achievement, challenge) and their continuous intention to play in the Pakistani context. More importantly, we employ a multi-method approach (e.g. a combined approach of PLS-SEM with NCA) to determine the sufficient and necessary conditions of the outcome variable comprising satisfaction and continuous intention.

电子竞技玩家满足感与持续玩电竞意愿:玩家满意度的中介作用——PLS-SEM和NCA研究
目的本研究旨在探讨不同享乐性(如享受和逃避)和功利性(如成就和挑战)满足与持续玩电子竞技意愿之间的关系,并考虑玩家满意度的中介作用。使用与满足理论(U&;G)作为本研究的理论框架。设计/方法/方法本研究采用调查研究方法和自我管理问卷来收集数据。这些数据是从巴基斯坦伊斯兰堡和拉瓦尔品第地区三所大学的学生中现场收集的。调查对象包括年龄在18至25岁和26至40岁之间的Z世代和Y世代。采用偏最小二乘结构方程模型(PLS-SEM)和必要条件分析(NCA)对401份问卷进行评价。PLS-SEM的研究结果表明,电子竞技玩家的享乐(如享受和逃避)和功利(如挑战)满足感对玩家的满意度有积极的影响,进而推动电子竞技玩家的持续意向行为。此外,玩家的满意度正向调节满足(例如,享受和逃避主义代表享乐主义,而成就和挑战代表功利主义)和继续意图之间的关系。NCA对电竞玩家满意度和继续玩游戏意愿的影响确定了关键的预测因素。分析表明,只有享受是预测满意度的必要条件。有趣的是,NCA结果还表明,享受、成就、逃避、挑战和满意度都是预测电子竞技玩家继续意愿的必要条件。原创性/价值本研究调查了电子竞技玩家满意度在玩家感知满足(即享受、逃避、成就、挑战)和他们在巴基斯坦情境下的持续游戏意图之间的中介作用。更重要的是,我们采用了一种多方法方法(例如PLS-SEM与NCA的结合方法)来确定结果变量的充要条件,包括满意度和持续意图。
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