对年轻消费者的社交网络游戏习惯行为进行建模使用、满足和心流观点

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引用次数: 0

摘要

本研究试图确定享乐满足和功利满足与社交网络游戏习惯行为之间的关系,同时考虑流体验的中介作用。采用便利抽样技术发放在线问卷,从巴基斯坦的年轻游戏消费者中收集了493份有效回复。收集的数据通过SPSS 22和SmartPls 3.0软件进行Pearson相关检验和结构方程建模检验。数据分析的结果证实了本研究提出的假设。总体而言,享乐满足和功利满足与社交网络游戏习惯行为和心流体验之间存在适度正相关,并部分中介了研究中提出的变量之间的关系。关键词:享乐满足,功利满足,使用与满足理论,流体验,社交网络游戏习惯行为
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modeling Social Network Gaming Habitual Behavior Among Young Consumers. A Uses and Gratification and Flow Perspective
The present study has attempted to identify the relationship between hedonic and utilitarian gratification with social network gaming habitual behavior while considering the mediating role of flow experience as well. Online questionnaire was distributed using convenience sampling technique to collect 493 valid responses from young gaming consumers in Pakistan. The collected data was analyzed by executing Pearson correlation and structural equation modelling tests through SPSS 22 and SmartPls 3.0 software. Results of data analysis confirmed the proposed hypotheses of this research. Overall, hedonic and utilitarian gratification have moderately positive and significant association with social network gaming habitual behavior and flow experience was identified to partially mediate the relationship among proposed variables of the study. Keywords: Hedonic gratification, utilitarian gratification, uses and gratification theory, flow experience, social network gaming habitual behavior
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