The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games
Bibliographic Data
| ID | 12421069 |
|---|---|
| Authors | I‐Cheng Chang (0009-0007-8329-150X, National Dong Hwa University, corresponding author), I-Cheng Chang, Chuang‐Chun Liu (National Yang Ming Chiao Tung University), Chuang-Chun Liu, Kuanchin Chen (0000-0002-3518-4036, Western Michigan University) |
| Year | 2014 |
| Volume | 24 |
| Issue | 1 |
| Pages | 21-45 |
| Publication date | 2014-01-07 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Internet Research (JOURNAL) |
| Journal identifiers | ISSN: 1066-2243 • E-ISSN: 2054-5657 |
| Publisher | Emerald Publishing Limited (PUBLISHER • GB) |
| DOI | 10.1108/intr-02-2012-0025 |
| OpenAlex | W1588864826 |
| Language | EN |
| Citations received | 43 |
| References cited | 93 |
Purpose – The focus in this study is a model that predicts continuance intention of online multi-player games. In this integrated model, the social cognitive theory (SCT) lays out the foundation of two types of pre-use (pre-play) expectations, the flow theory captures the affective feeling with the game as a moderator for the effect from the two pre-use expectations, and subjective norm together with its associated antecedents cover a wide spectrum of social influences. Design/methodology/approach – A questionnaire was designed and pre-tested before distributing to target respondents. The reliability and validity of the instrument both met the commonly accepted guidelines. The integrated model was assessed first by examining its measurement model and then the structural model. Findings – The integration of cognitive, affective and social influence in this model explains a larger amount of variance compared to the competing models and existing studies. Originality/value – Unlike a popular trend that studies predictors of online games from either cognitive or affect angle, the work looks at both together to study how their joint effect is related to continuance intention. This marks an important improvement as cognitive expectations derived from SCT captures the pre-use experience that may be influenced or swayed by sources including those that are inflated or incorrect. By studying flow as a moderator in conjunction with other sources of influence, the authors are able to further the understanding of how the pre-use expectations may be shaped by one's own experience
Cognition · Cognitive psychology · Continuance · Feeling · Moderation · Originality · Variance (accounting · Digital Marketing and Social Media · Flow Experience in Various Fields · Psychology · Social Psychology · Technology Adoption and User Behaviour
Exploring the influential factors of continuance intention to use mobile Apps
Co-experiencing digital play
From stress to emotional well-being
Travel intention to destination via virtual tour
Exploring factors influencing students’ continuance intention to use the learning management system (LMS)
Social interaction ties drive students participate in flipped civic education continuously
Social isolation & toxic behavior of students in e-learning
Developing a Model of Video Game Play
What will cause adopters to continually adopt the DCEP? an expanded analysis by PLS-SEM, NCA, and FsQCA
Linguistic Delight Promotes Eating Right
Explaining technology migration against the change in terms of use
The effect of risk levels on technology adoption decision
How the intensity of the immersive experience impels the extent of Social Streaming App dependency? An empirical assessment with mediation and moderation effects
Understanding continuance intention to play online games
Mobile apps for healthy living
Influence of intrinsic motivations on the continuity of scientific knowledge contribution to online knowledge-sharing platforms
Many a little makes a mickle
Explicating user behavior toward multi-screen adoption and diffusion
Using netnography for the study of role-playing in female online games
Exploring the mechanisms of social network integration in driving user continuance in social games
The distinct roles of dedication-based and constraint-based mechanisms in social networking sites
Understanding impulse purchase in Facebook commerce
What is eSports and why do people watch it
Why future friends matter
Why so serious? Gamification impact in the acceptance of mobile banking services
Tariff choice of online contents based on usage goal and self-control
Internet advertising video facilitating health communication
Working in a smart home environment
How do avatar characteristics affect avatar friendliness and online gamer loyalty? Perspective of the theory of embodied cognition
A meta-analysis of the quantitative studies in continuance intention to use an information system
Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial
Understanding group-buying websites continuance
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
Five-star or thumbs-up? The influence of rating system types on users’ perceptions of information quality, cognitive effort, enjoyment and continuance intention
Adoption and non-adoption motivational risk beliefs in the use of mobile services for health promotion
Examining the effects of network externalities, density, and closure on in-game currency price in online games
Demystifying continuous participation in game applications at social networking sites
Mobile internet and consumer happiness
How do avatar attractiveness and customization impact online gamers’ flow and loyalty
Continued use intention of wearable health technologies among the elderly
A new reality
The Moderating Role of Flow Experience on Mobile Commerce Continuance Intention
The Impact of Digital Disruption
Measuring and defining the experience of immersion in games
Measuring the Customer Experience in Online Environments
Hedonic and utilitarian motivations for online retail shopping behavior
Marketing in Hypermedia Computer-Mediated Environments
A Longitudinal Field Investigation of Gender Differences in Individual Technology Adoption Decision-Making Processes
Social Cognitive Theory and Individual Reactions to Computing Technology
Social Foundations of Thought and Action
Self-efficacy
Information Technology Adoption Across Time
Measuring the Hedonic and Utilitarian Dimensions of Consumer Attitude
Application of Social Cognitive Theory to Training for Computer Skills
Time Flies When You’re Having Fun
Understanding knowledge sharing in virtual communities
Social Construction of Communication Technology.
Lower bounds on sample size in structural equation modeling
Personal Computing
Factors influencing the adoption of internet banking
The dimensionality and correlates of flow in human-computer interactions
Knowledge sharing behavior in virtual communities
A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
The effect of web interface features on consumer online purchase intentions
Understanding Information Technology Usage
Flow in Computer-Mediated Communication
Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1
The role of perceived social capital and flow experience in building users’ continuance intention to social networking sites in China
Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1
Toward a “Critical Mass” Theory of Interactive Media
Specification, evaluation, and interpretation of structural equation models
Predicting User Intentions
The theory of planned behavior
Computer-Mediated Communication
Evaluating Structural Equation Models with Unobservable Variables and Measurement Error
Technology Acceptance Model 3 and a Research Agenda on Interventions
Motivations for Play in Online Games
Self-efficacy
The influence of the Internet on destination satisfaction
Predicting online game loyalty based on need gratification and experiential motives
Examining the effects of website‐induced flow in professional sporting team websites
Understanding intention to continuously share information on weblogs
Technology acceptance model for wireless Internet
The role of Internet addiction in online game loyalty
Understanding online community user participation
Mobile internet acceptance in Korea
Customer satisfaction factors of mobile commerce in Korea
Measurement Theory for the Behavioral Sciences
Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model
Undermining children's intrinsic interest with extrinsic reward
Work and/or Fun
The Experiential Aspects of Consumption
Experiencing Products in the Virtual World
| Unique citing works | 43 |
|---|---|
| Citations per year | 3,91 |
| Citation span | 2015 - 2026 (12) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 43 |