Why gamers use multitasking and how it works on satisfaction and reuse intention

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Yunshin Bae , Jun Hyuk Cho , Changsok Yoo
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引用次数: 0

Abstract

Multitasking has become a common activity in media usage, but there is a significant research gap regarding its influence on media usage patterns. This is particularly true for the rapidly growing field of video games, where various controversies regarding multitasking persist, yet comprehensive studies remain scarce. This study employs the Uses and Gratifications (U&G) theory to investigate how different motivations for both game-related and unrelated multitasking influence these behaviors, and how such multitasking affects cognitive and emotional satisfaction with the media and behavioral intentions. To achieve this, responses from 598 game users in South Korea were collected and analyzed. The analysis, conducted using PLS-SEM, revealed that the choice of multitasking is linked to specific usage motivations. Consistent with U&G theory, game-related multitasking is a choice made by users to maximize their satisfaction with the game. Additionally, we found that multitasking among game users enhances media satisfaction and increases the intention for continued use rather than hindering media usage. This underscores the importance of context in understanding multitasking behaviors.
游戏玩家为何使用多任务处理,它如何影响满意度和重复使用意向
多任务处理已成为媒体使用中的一种常见活动,但其对媒体使用模式的影响却存在显著的研究空白。对于快速发展的电子游戏领域来说尤其如此,关于多任务处理的各种争议仍然存在,但全面的研究仍然很少。本研究采用了使用与满足理论(Uses and Gratifications, U&;G)来研究游戏相关和无关的多任务处理的不同动机如何影响这些行为,以及这种多任务处理如何影响对媒体的认知和情感满意度以及行为意图。为此,我们收集并分析了598名韩国游戏用户的反馈。使用PLS-SEM进行的分析显示,多任务处理的选择与特定的使用动机有关。与U&;G理论一致,游戏相关的多任务处理是用户为了最大化他们对游戏的满意度而做出的选择。此外,我们发现游戏用户的多任务处理可以提高媒体满意度,增加持续使用媒体的意愿,而不是阻碍媒体的使用。这强调了上下文在理解多任务行为中的重要性。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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