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PLEASE SCROLL DOWN FOR TEXT.Leveraging the co-evolution of offline and online video games: an empirical studyWilson Ozuem , Michael Borrelli and Geoff Lancaster
ABSTRACTMuch research has been carried out on online shopping and the implications of such a purchasing format for consumers and retailers. The majority of these studies have focused on consumer attitudes toward online shopping and how these can be useful predictors of online shopping adoption. Despite these insights from adoption theory, extant research has not yet distilled the most effective means of understanding consumers' attitudes toward online video game purchases. Based on qualitative study, our study contributes to the literature on adoption theory in two ways. First, by showing some explanatory capacity in extant studies on online video games purchases, and second, by identifying salient individual perceptions on both online and offline motivations on video games purchases, the current study advances some moderating roles of incentives in making purchase decisions.Keywords: video games, attitudes, online, motivation, retailers, transaction, offline
INTRODUCTIONThere are considerable debates on how the advent of Internet technologies along with its prototypical subsets impacts video games. Some scholars have recently outlined that Internet technologies broaden the massification of video games, thereby increasing the level of revenue generation (Marchand &Hennig-Thurau, 2013;Williams, 2002;Teach, 2013). As a primary source of revenue, attracting and retaining consumers remain the principal objectives of both online and offline video game retailers; however, a few retailers directly compete against each other for market share by operating purely through one channel (online or offline), and other retailers have sought to integrate their offline and online operations (Stuart, 2012). These actions have spread confusion among industry practitioners and interested parties regarding the impact that online shopping has had on the video game retail industry as a whole (Krohn, 2012;Warman, 2012;Euromonitor, 2010). This confusion combined with limited research within the video game retail industry has left industry leaders and scholars un...