Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)

被引:96
|
作者
Rezaei, Sajad [1 ]
Ghodsi, Seyedeh Sheyda [2 ]
机构
[1] Univ Teknol Malaysia, Int Business Sch, Kuala Lumpur, Malaysia
[2] Multimedia Univ MMU, Grad Sch Management, Melaka, Malaysia
关键词
PERVAL framework; Repurchase intention (RI); Willingness to pay a premium price (WTP); Word-of-mouth (WOM); Massively multiplayer online role-playing games (MMORPGs); WORD-OF-MOUTH; CONSUMER PERCEIVED VALUE; CUSTOMER VALUE; PURCHASE INTENTIONS; EXPERIENTIAL VALUE; UTILITARIAN VALUE; SHOPPING VALUE; VIRTUAL WORLD; E-COMMERCE; LOYALTY;
D O I
10.1016/j.chb.2014.03.002
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
A few study examined the impact of value and aspects of behavioral intention in virtual environment. The aim of this study is to examine the impact of emotional value (VE), social value (VS), price-value for money (VP), performance-quality value (VQ) and repurchase intention (RI), willingness to pay a premium price (WTP) and word of mouth (WOM) among massively multiplayer online role-playing games (MMORPGs). A total of 228 valid questionnaires were collected from cybercafe customers in Kiang Valley-Malaysia. Structural equation modeling (SEM) was employed using partial least squares (PLS) analysis to assess measurement and structural model for reflective construct. Our result reveals that there is a positive relationship between VP and RI, VQ and RI while there is no positive relationship between VE and RI, VS and RI. VE, VP and VQ value positively impact WOM but VS does not. VE and VP have positive while VQ and VS did not explain WTP. This study contributes to literature on the new phenomena of online game and is considered as few studies in examining value in Second Life setting. The practical and social implications of study are discussed along with research limitation and implication. (C) 2014 Elsevier Ltd. All rights reserved.
引用
收藏
页码:252 / 266
页数:15
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