2016
DOI: 10.12720/jait.7.4.239-244
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A Study of the Factors Affecting the Purchase Intention on Mobile Game Apps

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Cited by 10 publications
(13 citation statements)
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“…The result shows that social influence had a significant relationship with enjoyment and behavioral intention. This result is consistent with other online game research, indicating that through the recommendation of users' friends, colleagues, or family, users tended to be more willing to use the games, their sense of identity and self-esteem may be promoted, and their feeling of enjoyment may be enhanced [14], [27]. Moreover, online games and mobile games are entertainment-oriented information system [23].…”
Section: Methodssupporting
confidence: 88%
See 1 more Smart Citation
“…The result shows that social influence had a significant relationship with enjoyment and behavioral intention. This result is consistent with other online game research, indicating that through the recommendation of users' friends, colleagues, or family, users tended to be more willing to use the games, their sense of identity and self-esteem may be promoted, and their feeling of enjoyment may be enhanced [14], [27]. Moreover, online games and mobile games are entertainment-oriented information system [23].…”
Section: Methodssupporting
confidence: 88%
“…As for the other two dimensions, social influence and enjoyment, the questions were adapted from the scale of the unified theory of acceptance and use of technology (UTAUT), developed by Venkatesh et al (2003), and were derived from the dimensions of social influence and performance expectancy in the original scale [15]. The questions were to explore players' feeling of enjoyment and social influence in gameplay [27]. The questionnaire adopted a five-point Likert scale, and the total number of the questions was 17.…”
Section: B Research Instrumentmentioning
confidence: 99%
“…In proposing H1, it is found that social influence is considered as capable of giving a positive influence on purchase intention of the players related to virtual items in game Audition. This is also supported by previous researches by (Lu et al, 2016), (Ho and Wu, 2012), (Hung et al, 2011), and(Guo andBarnes, 2007) who stated that social influence has a positive effect on purchase intention. Researcher presumes it is because players believe that buying a virtual item can help players find new friends, build up, or even maintain a social relationship between players.…”
Section: Hypothesis Analysissupporting
confidence: 87%
“…Prior researches by (Ho and Wu, 2012), (Lu et al, 2016), (Hung et al, 2011), and (Guo and Barnes, 2007) show that social influence positively affects purchase intention. It is indicated, when players have the ability to lead the virtual world, the players will feel a strong sense of social presence.…”
Section: Theoritical Reviewmentioning
confidence: 94%
“…al. [16] clients in acquiring versatile diversion apps.Firstly filled poll review lastly directed quantitative measurable examination. To know shopper conduct towards buying of smart phone creator taken just these five components price, product features, brand image, durability and after deals benefit and connected correlation, multiple relapse and directed dependability test [17].…”
Section: Conceptual Framework and Formulation Of Ideamentioning
confidence: 99%