What Drives Continuance Usage Intention Toward Virtual Reality Games? Gamer-Avatar Identification and Experiential Consumption Perspectives

被引:0
|
作者
Duan, Zheng [1 ]
Jeong, Giho [1 ]
机构
[1] Tongmyong Univ, Dept Business Adm, 428 Sinseon Ro, Busan 48520, South Korea
关键词
VR game; avatar identification; self-determination theory; experiential consumption; uncertainty avoidance; continuance usage intention; SELF-DETERMINATION THEORY; CONSUMER-BRAND IDENTIFICATION; UNCERTAINTY AVOIDANCE; PERCEIVED VALUE; EMOTIONAL SATISFACTION; BEHAVIORAL INTENTIONS; SOCIAL IDENTITY; SERVICE QUALITY; LOYALTY; AUTHENTICITY;
D O I
10.1080/10447318.2024.2411616
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
The rapid growth of the virtual reality (VR) gaming industry has underscored the importance of psychological and experiential factors in maintaining sustained engagement. Based on the self-determination theory and experiential consumption perspective (ECP), this research proposed a conceptual framework incorporating gamer-avatar identification and experiential factors as key determinants of VR games continuance usage intention and considered the moderating role of uncertainty avoidance. We gathered 385 valid responses from Chinese VR gamers. The research model, analyzed via AMOS and SPSS, showed that gamer-avatar identification significantly affects continuance usage intention, with immersion and perceived authenticity serving as crucial mediators. In addition, uncertainty avoidance moderates these relationships. In contrast, perceived value did not mediate this relationship, challenging traditional consumer behavior theories.
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页数:12
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