手机游戏会成为电子竞技的新支柱吗?利用流和离合器在PC和手机平台上探索玩家的游戏内置购买行为

Ssu-Yun Chou, W. Jang, Shang-Chun Ma, Ching-Hung Chang, K. Byon
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引用次数: 3

摘要

移动电竞平台的巨大市场增长凸显了了解玩家心理状态和消费行为的必要性。本研究基于心流理论,基于同一款电竞游戏在PC版(LOL -英雄联盟)和手机版(LOLWR -英雄联盟:荒野之谷)上的游戏频率、游戏时长和玩家等级的交互效应,考察了玩家的心理状态(心流体验和离合体验)和消费行为。设计/方法/方法从930份有效回复中收集数据,并采用验证性因子分析和多元回归(PROCESS宏观,模型3)进行分析。首先,在PC和手机参与者中,休闲玩家(游戏频率和持续时间较低)在获得关键体验时具有坚定的购买意愿,但心流体验会阻碍他们的购买意愿。其次,硬核玩家(高玩频率和持续时间)的心理状态根据技术平台有明显的区别。在PC平台上,流量体验对他们的购买意愿最有效,但在移动平台上,流量和离合器状态都很重要。对于硬核玩家来说,流体验是他们购买游戏道具的必要条件。独创性/价值这项研究有两个主要的独创性/价值。首先,本研究将心流和离合结合起来,测量心理状态及其对游戏道具购买意愿的影响。其次,电子竞技游戏的游戏频率、持续时间和技能水平与技术平台(即PC和手机)的互动效应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Is mobile gaming a new pillar of esports? Exploring players' in-game purchases in PC and mobile platforms by using flow and clutch
PurposeThe tremendous market growth of mobile platforms for esports underscores the need to understand players' psychological states and consumption behavior. Based on flow theory, this study examines players' psychological states (flow and clutch experiences) and consumption behavior based on the interaction effects of playing frequency, playing duration and players' levels on the PC (LOL – League of Legends) and mobile (LOLWR – League of Legends: Wild Rift) versions of the same esports title.Design/methodology/approachData were collected from 930 valid responses and analyzed with confirmatory factor analysis and multiple regression (PROCESS macro, Model 3).FindingsThere are two main findings. First, across PC and mobile participants, casual gamers (low playing frequency and duration) have firm purchase intention when they have a clutch experience, but flow experience hinders their purchasing intention. Second, hardcore gamers' (high playing frequency and duration) psychological states are clearly distinguished according to technological platforms. Flow experience is the most effective for their purchase intention in the PC platform, but both flow and clutch states are important in the mobile platform. Flow experience is essential overall for hardcore gamers to intend their in-game item purchasing.Originality/valueThis study has two primary originality/values. First, this study explores flow and clutch together to measure psychological states and the impact on the purchase intention of in-game items. Second, the interacting effects of playing frequency, duration, and skill level with technical platforms (i.e. PC and mobile) for esports gaming.
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