One of the continuing issues in the management of information technologies is the difficulty of identifying significant factors that influences consumers to accept and make use of systems developed and implemented by others. Existing studies have employed the technology acceptance model (TAM) to address this issue and the model has now become one of the most widely used models in information technology. However, an exhaustive review of the literature suggest that findings of TAM relationships are not borne out in all studies - there remains a wide variation of predicted effects in various studies with different types of users and systems. While there are existing studies concentrated on online shopping globally, many conclude with calls for a closer examination of online shopping intentions in specific countries, typically those in developing and less developed countries. Online shopping remains in the early stage of development in Malaysia. Little is known about the acceptance of online shopping and the factors which influence this behaviour. This study attempts to fill in this gap by providing insights on how consumers form their attitudes and online shopping intentions to the existing literature and managerial implications for online shopping retailers and marketers on how best to serve and attract consumers to shop online via the management of online shopping technologies.
Purpose This study aims to propose a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date. Design/methodology/approach After approaching esports consumers in different gaming zones in Pakistan, this paper collected data from 364 videogame-based esports consumers. This paper deployed SmartPLS 3.2.8 software to perform the partial least squares-structural equation modeling-based analyzes. Findings The structural model results show that consumers’ affective and behavioral esports videogame engagement positively affects their consumption behavior, including heightened community engagement, purchase intent, coproduction, word-of-mouth and new player recruitment. However, while consumers’ cognitive esports engagement was found to positively impact community engagement, new player recruitment and coproduction, it failed to predict consumers’ esports-related purchase intent or word-of-mouth behaviors. Practical implications The findings reveal that a strategic focus on consumers’ esports game engagement will enable practitioners to nurture desirable consumer behaviors, including enhanced purchase intent, coproduction, word-of-mouth and new player recruitment behaviors, thus warranting consumer engagement’s strategic value as a key esports gaming metric. Originality/value Empirical research into the role of consumers’ esports videogame engagement on their ensuing consumption behaviors remains scant to date. Based on this gap, this study offers a timely contribution by exploring and validating a model that gauges the effect of consumers’ cognitive, emotional and behavioral esports videogame engagement on their community engagement, purchase intention, coproduction, word-of-mouth and new player recruitment. It, thus, offers important insight into the rapidly advancing field of digital esports games.
The Internet has experienced an exponential growth in the number of users and has created enormous increases in its marketing and communication applications during a considerably short period of time. Although both scholars and practitioners have jointly acknowledged the capabilities of the Internet as a marketing tool that offers great potentials and advantages, there remains a scarcity of knowledge pertaining to the motivations for using the Internet and associated online consumer behaviours in more web-specific scenarios. The uses and gratifications theory (U&G) provides a theoretical grounding and an avenue to further understand consumers’ attitude and intention of using the Internet as a shopping channel from a media perspective. While most of the studies done on the U&G in the Internet are situated in American and European contexts, this paper considers the U&G structure of online shoppers in the Asian context (more specifically, in Malaysia). More specifically, this study attempts to shed some light on how consumers form their attitude and online shopping intention based on the uses and gratifications structure to the existing literature and managerial implications for entrepreneurs and marketers of electronic businesses on how best to serve and attract consumers to shop online via the management of online shopping technologies.
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