The relation between players' motivation, virtual communities and stickiness in augmented reality games

IF 3.4 3区 管理学 0 INFORMATION SCIENCE & LIBRARY SCIENCE
Rong Zhang
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引用次数: 1

Abstract

PurposeThe purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.Design/methodology/approachIn this research, motivation was the independent variable; the virtual community was the mediator; and stickiness was the dependent variable. An online questionnaire survey was conducted, with users of augmented reality (AR) as the research objects. Statistical analysis was carried out using SPSS and AMOS software to verify the research model and research hypotheses, to understand the relation between player motivation and stickiness and to determine whether there were any changes in the virtual community.Findings The authors found that the relation between players' motivation in AR-based games and the virtual community had a significant positive impact. Ingress had a significant positive impact on the virtual community and stickiness, and Pokémon had a significant positive impact too. The virtual community of the Ingress game played a completely mediating role in motivation and stickiness, but the virtual community in Pokémon did not have a mediating effect.Originality/valueThe novel approach adopted in this study enabled us to determine the causal relation between player motivation, the virtual community and stickiness, on the basis of the theoretical framework formulated, and the latter was used to construct a path analysis model diagram. The correlation between motivation and the virtual community, between the virtual community and stickiness, and the causal relation between all three was verified. The study results and conclusions may help companies understand how to use virtual communities in AR games to improve stickiness and motivate gamers to continue playing.
增强现实游戏中玩家动机、虚拟社区与粘性的关系
本研究的目的是探讨虚拟社区中玩家动机的粘性,并探讨影响玩家粘性的重要因素。在本研究中,动机是自变量;虚拟社区是中介;粘性是因变量。以增强现实(AR)用户为研究对象,进行在线问卷调查。运用SPSS和AMOS软件进行统计分析,验证研究模型和研究假设,了解玩家动机与粘性之间的关系,判断虚拟社区是否发生了变化。作者发现,玩家在基于ar的游戏中的动机与虚拟社区之间的关系具有显著的正影响。《Ingress》对虚拟社区和粘性有显著的积极影响,《poksammon》也有显著的积极影响。《Ingress》游戏的虚拟社区对动机和粘性起到完全的中介作用,而《poksammon》的虚拟社区则不具有中介作用。独创性/价值本研究采用的新颖方法使我们能够在制定的理论框架的基础上确定玩家动机、虚拟社区和粘性之间的因果关系,并利用后者构建路径分析模型图。验证了动机与虚拟社区、虚拟社区与粘性之间的相关关系以及三者之间的因果关系。研究结果和结论可能有助于公司了解如何在AR游戏中使用虚拟社区来提高粘性并激励玩家继续玩游戏。
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来源期刊
Library Hi Tech
Library Hi Tech INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
8.30
自引率
44.10%
发文量
97
期刊介绍: ■Integrated library systems ■Networking ■Strategic planning ■Policy implementation across entire institutions ■Security ■Automation systems ■The role of consortia ■Resource access initiatives ■Architecture and technology ■Electronic publishing ■Library technology in specific countries ■User perspectives on technology ■How technology can help disabled library users ■Library-related web sites
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