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Explaining user experience in mobile gaming applications

An fsQCA approach

Datos Bibliográficos

ID12420396
AutoresIlias O Pappas (0000-0001-7528-3488, Norwegian University of Science and Technology, autor de correspondencia), Patrick Mikalef (0000-0002-6788-2277, Norwegian University of Science and Technology), Michail N Giannakos (0000-0002-8016-6208, Norwegian University of Science and Technology), Panos E Kourouthanassis (0000-0003-2048-9694, Ionian University)
Año2019
Volumen29
Número2
Páginas293-314
Fecha de publicación2019-01-24
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaInternet Research (JOURNAL)
Identificadores de la revistaISSN: 1066-2243 • E-ISSN: 2054-5657
EditorialEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/intr-12-2017-0479
OpenAlexW2912829740
IdiomaEN
Citas recibidas14
Referencias citadas64

Purpose In the complex ecosystem of mobile applications multiple factors have been used to explain users’ behavior, without though focusing on how different combinations of variables may affect user behavior. The purpose of this paper is to show how price value, game content quality, positive and negative emotions, gender and gameplay time interact with each other to predict high intention to download mobile games. Design/methodology/approach Building on complexity theory, the authors present a conceptual model followed by research propositions. The propositions are empirically validated through configurational analysis, employing fuzzy-set qualitative comparative analysis (fsQCA) on 531 active users of mobile games. Findings Findings identify ten solutions that explain high intention to download mobile games. Alternative paths are identified depending on the gender and the time users spend playing mobiles games. The authors highlight the role of price value and game content quality, as well as that of positive emotions, which are always core factors when present. Originality/value To identify complex interactions among the variables of interest, fsQCA is employed, differentiating from traditional studies using variance-based methods, leading to multiple solutions explaining the same outcome. None of the variables explains the intention to download on its own, but only when they combine with each other. The authors extend existing knowledge on how price value, game content quality, emotions, gender and gameplay time combine to lead to high intention to download mobile games; and present a methodology for how to bridge complexity theory with fsQCA, improving our understanding of intention to adopt mobile applications

Download · Originality · Qualitative comparative analysis · Quality (philosophy · Set (abstract data type · Value (mathematics · World Wide Web · Computer Science · Entrepreneurship Studies and Influences · Innovation and Knowledge Management · Psychology · Qualitative Comparative Analysis Research · Social Psychology

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Obras citantes distintas14
Citas por año2,33
Intervalo de citas2020 - 2025 (6)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 13
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