超越玩法:通过社区和自我呈现镜头解读mmog中的非功能性购买意向

IF 8.9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Thi-Hang Hoang , Jen-Ruei Fu
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引用次数: 0

摘要

本研究考察了mmog中非功能性购买意愿的社会和心理驱动因素,重点关注社区动态和自我呈现。运用社区意识理论和自我呈现理论,探讨社区认同、虚拟社区意识和自我呈现欲望对玩家行为的影响。来自427名越南mmog玩家的数据显示,虚拟社区感不仅直接影响非功能性购买意愿,而且还会中介社区认同与这些意愿之间的关系。此外,与归属感和社会支持这两个因素相比,虚拟社区形象成为影响社区认同的最重要因素,凸显了其在塑造玩家行为意愿方面的关键作用。自我呈现动机在社区动态对非功能性购买的影响中起中介作用。这项研究为非功能性购买背后的动机提供了有价值的见解,强调了虚拟社区形象和自我展示对游戏开发者提高玩家粘性和购买意愿的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Beyond gameplay: Unpacking non-functional purchase intention in MMOGs through community and self-presentation lenses
This study examines the social and psychological drivers of non-functional purchase intention in MMOGs, with a focus on community dynamics and self-presentation. Utilizing Sense of Community Theory and Self-Presentation Theory, the research explores how community identification, sense of virtual community and desire for self-presentation influence player behavior. Data from 427 Vietnamese MMOGs players reveal that sense of virtual community not only directly impacts non-functional purchase intentions but also mediates the relationship between community identification and these intentions. Additionally, the image of the virtual community emerges as the most significant factor influencing community identification, compared with the other two factors, sense of belonging and social support, highlighting its key role in shaping player behavior intention. Self-presentation motivations were found to mediate the effects of community dynamics on non-functional purchases. This study provides valuable insights into the motivations behind non-functional purchases, underscoring the importance of virtual community image and self-presentation for game developers aiming to enhance player engagement and purchasing intention.
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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