Tyreal Yizhou Qian , Bo Yu , Robbie Matz , Lei Luo , Chenglong Xu
{"title":"游戏化对消费者忠诚度的影响:探索游戏化电子竞技社交直播中未被观察到的异质性","authors":"Tyreal Yizhou Qian , Bo Yu , Robbie Matz , Lei Luo , Chenglong Xu","doi":"10.1016/j.tele.2023.102062","DOIUrl":null,"url":null,"abstract":"<div><p>Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model’s paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial implications were discussed accordingly.</p></div>","PeriodicalId":48257,"journal":{"name":"Telematics and Informatics","volume":"85 ","pages":"Article 102062"},"PeriodicalIF":7.6000,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming\",\"authors\":\"Tyreal Yizhou Qian , Bo Yu , Robbie Matz , Lei Luo , Chenglong Xu\",\"doi\":\"10.1016/j.tele.2023.102062\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model’s paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial implications were discussed accordingly.</p></div>\",\"PeriodicalId\":48257,\"journal\":{\"name\":\"Telematics and Informatics\",\"volume\":\"85 \",\"pages\":\"Article 102062\"},\"PeriodicalIF\":7.6000,\"publicationDate\":\"2023-09-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Telematics and Informatics\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0736585323001260\",\"RegionNum\":2,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"INFORMATION SCIENCE & LIBRARY SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Telematics and Informatics","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0736585323001260","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming
Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model’s paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial implications were discussed accordingly.
期刊介绍:
Telematics and Informatics is an interdisciplinary journal that publishes cutting-edge theoretical and methodological research exploring the social, economic, geographic, political, and cultural impacts of digital technologies. It covers various application areas, such as smart cities, sensors, information fusion, digital society, IoT, cyber-physical technologies, privacy, knowledge management, distributed work, emergency response, mobile communications, health informatics, social media's psychosocial effects, ICT for sustainable development, blockchain, e-commerce, and e-government.