2013
DOI: 10.1108/17473611311305485
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Does game self‐congruity increase usage and purchase?

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Cited by 14 publications
(10 citation statements)
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“…As for gaming app use, game-related self-efficacy drives the electronic commerce of game-related products. This finding is unique and important since it supports a widely accepted belief about game effects on gamers' self-perception and purchase behavior [37]. In addition, this study offers evidence that confirms the existence of different kinds of specific self-efficacy [29], [43], [52], [57], also in a gaming context, rather than only a general self-efficacy perception.…”
Section: Discussionsupporting
confidence: 79%
See 2 more Smart Citations
“…As for gaming app use, game-related self-efficacy drives the electronic commerce of game-related products. This finding is unique and important since it supports a widely accepted belief about game effects on gamers' self-perception and purchase behavior [37]. In addition, this study offers evidence that confirms the existence of different kinds of specific self-efficacy [29], [43], [52], [57], also in a gaming context, rather than only a general self-efficacy perception.…”
Section: Discussionsupporting
confidence: 79%
“…Attending [19] recommendation, control variables must hold theoretically meaningful relationships with predictors and criteria. In this sense, prior research suggests that usage and purchase should be employed as dependent variables and relate to the frequency of this purchasing and gaming behavior [37]. Specifically, [2] support a bidirectional association between frequency of playing video games, self-reported problem-solving skills and gamers' behaviors (that may include online shopping related products and services).…”
Section: Analysis and Resultsmentioning
confidence: 99%
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“…Hedonic motivations mean that players desire to be entertained, to have fun, and to be immersed in the experience. Hedonic factors that influence the usage are self‐congruity (Davis & Lang, ) or self‐efficacy (Davis & Lang, ). Our findings suggest that hedonic factors, for example, playing different roles or driving different vehicles, associate positively with the likelihood of longer aggregate play durations.…”
Section: Concluding Remarks and Managerial Implicationsmentioning
confidence: 99%
“…The usage and purchase of video games of various genres such as action, sports, or Massively Multiplayer Online Roleplaying Games is increased if the game offers self‐congruity, which measures the brand's or game's influence on the consumer (Davis & Lang, ). Other factors, such as self‐efficacy (Davis & Lang, ) or perceived control (Davis & Lang, ), also affect the usage and purchase decision for some game genres.…”
Section: Introductionmentioning
confidence: 99%