Many a little makes a mickle: avatar accumulability and loyalty

IF 5.9 3区 管理学 Q1 BUSINESS
Shih-I Tai, Tzu-Ling Huang, Hsin-Yi Huang, Chieh-Ni Wu, T.C.E. Cheng, Ching-I Teng
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引用次数: 0

Abstract

Purpose

Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty.

Design/methodology/approach

We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants.

Findings

These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty.

Practical implications

Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty.

Originality/value

Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.

积少成多:化身的可积累性和忠诚度
网络游戏是非常受欢迎的互联网应用程序。有些游戏允许玩家保存游戏进程,在游戏过程中积累经验或改变角色,而有些游戏则不允许,要求玩家每次都从头开始。也就是说,不同游戏的角色积累能力不同。然而,我们不知道游戏是否应该允许角色积累,以及它如何影响玩家的游戏体验,从而影响游戏结果。解决这些差距的研究可以帮助游戏开发者设计出能够有效提高玩家游戏忠诚度的游戏。设计/方法/途径我们使用社会认同理论(SIT)来构建理论模型。为了验证这个模型,我们从同样的778名参与者中收集了三波调查数据。这些发现独特地表明,角色可积累性促进了角色识别,增加了玩家的专注度,从而提高了玩家的忠诚度。实际意义游戏提供商可以包括游戏功能,使玩家能够积累他们的角色在游戏中的皮肤,等级,物品(武器和装备)和经验值。这种累积性有助于增强玩家对游戏的忠诚度。总体而言,我们的研究通过在与角色相关的系统(游戏或游戏化系统)中添加新的触发因素(角色积累)和角色识别的两个新结果(图像保护和专注沉浸)来扩展SIT。新的触发器为应用SIT提供了一种可行的手段,而新的结果则验证了应用SIT研究网络游戏的价值。
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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来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
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