2011
DOI: 10.1016/j.chb.2011.07.016
|View full text |Cite
|
Sign up to set email alerts
|

Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

4
56
0

Year Published

2014
2014
2024
2024

Publication Types

Select...
6
2

Relationship

0
8

Authors

Journals

citations
Cited by 102 publications
(60 citation statements)
references
References 49 publications
4
56
0
Order By: Relevance
“…Moreover, v 2 and v 2 /df are sensitive to sample size (Hair et al, 1998;Marsh et al, 1988), and thus this study does not regard them as critical indices. Previous studies having sample sizes larger than 300 also showed significant v 2 value (e.g., Kaczmarek and Drą _ zkowski, 2014;Park and Chung, 2011). The examination of reliability, validity, and model fit indicates that measures used in this study perform adequately in psychometric properties.…”
Section: Measures and Psychometric Propertiesmentioning
confidence: 76%
“…Moreover, v 2 and v 2 /df are sensitive to sample size (Hair et al, 1998;Marsh et al, 1988), and thus this study does not regard them as critical indices. Previous studies having sample sizes larger than 300 also showed significant v 2 value (e.g., Kaczmarek and Drą _ zkowski, 2014;Park and Chung, 2011). The examination of reliability, validity, and model fit indicates that measures used in this study perform adequately in psychometric properties.…”
Section: Measures and Psychometric Propertiesmentioning
confidence: 76%
“…Although prior studies have explored a number of germane facets pertaining to MMORPGs such as player characteristics, game design aspects, and consequences of game play (e.g., Bartle, 1996;Stetina, Kothgassner, Lehenbauer, & Kryspin-Exner, 2011;Yee, 2006Yee, , 2009, from a marketing perspective, very little is known on the facilitators, nature, and outcomes of MMORPG consumption communities (Harwood & Ward, 2013;Zhong, 2009). Given the social, relational, and economic aspects prevalent in MMORPGs, scholarly consensus is that MMORPG communities possess the same characteristics as other online brand communities or tribes (Cova & Cova, 2002;Park & Chung, 2011). Shared consciousness, rituals and traditions, and obligations toward the community and its members, the three traditional principles of brand communities (McAlexander, Schouten, & Koenig, 2002;Muniz & O'Guinn, 2001;Stokburger-Sauer, 2010) are clearly observable across MMORPG communities.…”
mentioning
confidence: 99%
“…Consumers who are innovative are likely to connect with brands that they view as being focused on innovation (Eisingerich and Rubera 2010). In the context of playing massive multiplayer online role-playing games, Park and Chung (2011) showed that people with higher innovativeness may have stronger motivation to present and promote their images (i.e. self-presentation).…”
Section: Model Developmentmentioning
confidence: 98%