{"title":"Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory","authors":"Taozhen Huang, Zheshi Bao, Yan Li","doi":"10.1108/PROG-12-2016-0078","DOIUrl":null,"url":null,"abstract":"Purpose \n \n \n \n \nThe purpose of this paper is to explore the purchase intention in mobile social network games (M-SNGs) through a new perspective and discuss how to effectively promote players’ payment. \n \n \n \n \nDesign/methodology/approach \n \n \n \n \nThe author proposed a research model by integrating customer engagement (CE) and uses and gratification theory (U&G). Three dimensions of CE and three types of U&G were analyzed, respectively to explore the direct and indirect effects on purchase intention in M-SNGs. Online questionnaires were adopted to collect data, and 354 valid samples were analyzed by structural equation modeling approach. \n \n \n \n \nFindings \n \n \n \n \nThe findings show that hedonic gratification (entertainment) and social gratification (self-presentation) have significant indirect effects on players’ purchase intention in M-SNGs through the mediation effects of CE, whereas this mechanism is not fully applied to utilitarian gratification (flexibility). Besides, three dimensions of CE are not independent, because absorption can indirectly affect vigor through dedication. \n \n \n \n \nResearch limitations/implications \n \n \n \n \nThe findings suggest that hedonic gratification (entertainment) and social gratification (self-presentation) can trigger three dimensions of CE to stimulate purchase intentions in M-SNGs, and utilitarian gratification (flexibility) can also promote players’ payment through absorption which is one dimension of CE. Some other theoretical and practical implications are also provided. \n \n \n \n \nOriginality/value \n \n \n \n \nThis study is novel in exploring players’ purchase intentions in M-SNGs by integrating CE and U&G. Meanwhile, the author also intends to reveal the relationships among the three dimensions of CE which are related to in-game purchase intention.","PeriodicalId":49663,"journal":{"name":"Program-Electronic Library and Information Systems","volume":"51 1","pages":"259-277"},"PeriodicalIF":0.0000,"publicationDate":"2017-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/PROG-12-2016-0078","citationCount":"32","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Program-Electronic Library and Information Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/PROG-12-2016-0078","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 32
Abstract
Purpose
The purpose of this paper is to explore the purchase intention in mobile social network games (M-SNGs) through a new perspective and discuss how to effectively promote players’ payment.
Design/methodology/approach
The author proposed a research model by integrating customer engagement (CE) and uses and gratification theory (U&G). Three dimensions of CE and three types of U&G were analyzed, respectively to explore the direct and indirect effects on purchase intention in M-SNGs. Online questionnaires were adopted to collect data, and 354 valid samples were analyzed by structural equation modeling approach.
Findings
The findings show that hedonic gratification (entertainment) and social gratification (self-presentation) have significant indirect effects on players’ purchase intention in M-SNGs through the mediation effects of CE, whereas this mechanism is not fully applied to utilitarian gratification (flexibility). Besides, three dimensions of CE are not independent, because absorption can indirectly affect vigor through dedication.
Research limitations/implications
The findings suggest that hedonic gratification (entertainment) and social gratification (self-presentation) can trigger three dimensions of CE to stimulate purchase intentions in M-SNGs, and utilitarian gratification (flexibility) can also promote players’ payment through absorption which is one dimension of CE. Some other theoretical and practical implications are also provided.
Originality/value
This study is novel in exploring players’ purchase intentions in M-SNGs by integrating CE and U&G. Meanwhile, the author also intends to reveal the relationships among the three dimensions of CE which are related to in-game purchase intention.
期刊介绍:
■Automation of library and information services ■Storage and retrieval of all forms of electronic information ■Delivery of information to end users ■Database design and management ■Techniques for storing and distributing information ■Networking and communications technology ■The Internet ■User interface design ■Procurement of systems ■User training and support ■System evaluation