2015
DOI: 10.14257/ijmue.2015.10.1.6
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The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System

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Cited by 3 publications
(2 citation statements)
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“…Yes Accepted Friends sometimes play online games because of their usefulness that supports playing with other people at the same time in different places [12] [36]. H8: P affects PEOU Yes Accepted Students who have the necessary abilities and skills to play online games can help make it easier to play online games [19] H9: P affects PU No Rejected Student plays an online game related to fighting because he is influenced by friends, but because the student does not understand or does not have the ability or experience in playing the fighting game, the use or usability of the online game is not used optimally [35].…”
Section: H7: Si Affects Pumentioning
confidence: 99%
“…Yes Accepted Friends sometimes play online games because of their usefulness that supports playing with other people at the same time in different places [12] [36]. H8: P affects PEOU Yes Accepted Students who have the necessary abilities and skills to play online games can help make it easier to play online games [19] H9: P affects PU No Rejected Student plays an online game related to fighting because he is influenced by friends, but because the student does not understand or does not have the ability or experience in playing the fighting game, the use or usability of the online game is not used optimally [35].…”
Section: H7: Si Affects Pumentioning
confidence: 99%
“…Por el contrario, otros inciden en las ventajas que estos juegos pueden aportar para promover diversos aprendizajes (Del Moral & Guzmán, 2015;Esnaola, 2009), fomentar prácticas lúdicas en red a partir del diseño participativo (Jacobs & Sihvonen, 2011), incrementar la actividad social en torno a un juego (Lee, Lee & Choi, 2012;Piskorski, 2011), favorecer nuevas formas de experimentación social (Reis, 2011;Ross & Collister, 2014), impulsar la lealtad y la cooperación (Park, Hong, Ohk & Yoon, 2015)), propiciar el desarrollo de la creatividad a través de sus creaciones virtuales (Wohn & Wash, 2013), etcétera. En este sentido, se ha querido poner especial énfasis en analizar en qué medida estos juegos activan procesos de comunicación e interacción entre los sujetos, así como a través de qué estrategias lo hacen, pues la modalidad de juego individual que predominaba en los videojuegos convencionales era uno de los puntos críticos que servía para rechazarlos.…”
Section: Marco Teórico Jugar En Red: Amenazas Y Oportunidadesunclassified