2016
DOI: 10.1108/itp-07-2014-0156
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Enhancing perceived enjoyment in social games through social and gaming factors

Abstract: Purpose – Residing on social networking platforms, social games have unique characteristics distinguishing them from other digital games or online games. The purpose of this paper is to explore both social and gaming factors of social games and investigate their roles on enhancing perceived enjoyment. The authors also examine the relationships between perceived enjoyment, subject norm, perceived critical mass, intention to play, and actual behavior. Des… Show more

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Cited by 68 publications
(60 citation statements)
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References 41 publications
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“…It seems reasonable to assume that if gamers derive enjoyment and fun from video games, then they may be willing to buy more video game-related products in order to entertain themselves and keep playing (Huang et a., 2017;Li et al, 2015). As video games are mainly hedonic products for entertainment (Chen and Wang, 2016;Huang et al, 2017), the current work thus considers that achieving pleasure, flow and perceived enjoyment (hedonic motivation) is a positive trigger of game-related product purchase. Hence,…”
Section: The Effect Of Motivations On the Purchase Of Game-related Prmentioning
confidence: 99%
“…It seems reasonable to assume that if gamers derive enjoyment and fun from video games, then they may be willing to buy more video game-related products in order to entertain themselves and keep playing (Huang et a., 2017;Li et al, 2015). As video games are mainly hedonic products for entertainment (Chen and Wang, 2016;Huang et al, 2017), the current work thus considers that achieving pleasure, flow and perceived enjoyment (hedonic motivation) is a positive trigger of game-related product purchase. Hence,…”
Section: The Effect Of Motivations On the Purchase Of Game-related Prmentioning
confidence: 99%
“…As for extraversion, in gamer behavior [26] argue that social influence, which explains how other people's attitudes or opinions may affect an individual's decision making, is a determining factor in social games. Extraversion positively influences self-efficacy [82].…”
Section: Personality-self-efficacy Linkmentioning
confidence: 99%
“…Given that satisfaction itself is no longer enough to explain technology adoption, in VAM PV is a main determinant of user adoption and is determined by two cost beliefs (perceived fee -PF and technicality) and two benefit beliefs (usefulness and enjoyment). While PU refers to functional value, perceived enjoyment (PE) refers to hedonic value, and plays also an important role in determining usage behaviours (Chen et al, 2016(Chen et al, , 2018a. Authors such as Wang et al (2013Wang et al ( , 2018 or Chu and Lu (2007) also support the notion that utilitarian and hedonic benefits have a great influence on PV (Table 1).…”
Section: Conceptual Backgroundmentioning
confidence: 99%