2004
DOI: 10.1089/109493104322820066
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Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents

Abstract: As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games or which design features are most closely related to the amount of time spent by players at particular online gaming sites. This study proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue t… Show more

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Cited by 525 publications
(368 citation statements)
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“…This association can be explained by online satisfaction and immediate gratification due to addressing the gradually increasing level of challenges in MMORPGs (Choi & Kim, 2004;Hull et al, 2013;Wan & Chiou, 2006). More specifically, MMORPGs may trigger high emotional involvement and an increased need to spending time online (Gentile et al, 2011), and thus reinforcing IA.…”
Section: Mmorpgsmentioning
confidence: 99%
“…This association can be explained by online satisfaction and immediate gratification due to addressing the gradually increasing level of challenges in MMORPGs (Choi & Kim, 2004;Hull et al, 2013;Wan & Chiou, 2006). More specifically, MMORPGs may trigger high emotional involvement and an increased need to spending time online (Gentile et al, 2011), and thus reinforcing IA.…”
Section: Mmorpgsmentioning
confidence: 99%
“…The practice of playing computer, video, and online games is also a growing area of flow-related investigations (Chen, 2007;Chen & Park, 2005;Choi & Kim, 2004;Chou & Ting, 2003;Hsu & Lu, 2004;Inal & Cagiltay, 2007;Jegers, 2006;Kim, Oh, & Lee, 2005;McKenna & Lee, 1995;Sweetser & Wyeth, 2005;Voiskounsky, Mitina, & Avetisova, 2004. Characteristics of flow have been found usefully realized in a gaming environment for the computer-learning courses adapted for the students of a primary and secondary school (Andersen & Witfelt, 2005).…”
Section: Flow In Diverse Cyberspace-related Activitiesmentioning
confidence: 99%
“…Characteristics of flow have been found usefully realized in a gaming environment for the computer-learning courses adapted for the students of a primary and secondary school (Andersen & Witfelt, 2005). Such parameters as a design for a game, including well-organized feedback, and the appropriateness of the gamers' goals have been found to be important for the occurrence of flow (Choi & Kim, 2004). A kind of enjoyment related to a flow experience is introduced to explain that certain text-only games have remained attractive for players over several decades Voiskounsky et al, 2005).…”
Section: Flow In Diverse Cyberspace-related Activitiesmentioning
confidence: 99%
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