Literature DB >> 15006164

Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents.

Dongseong Choi1, Jinwoo Kim.   

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 to play online network games. The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities.

Entities:  

Mesh:

Year:  2004        PMID: 15006164     DOI: 10.1089/109493104322820066

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  10 in total

1.  Impulsivity and Alexithymia in Virtual Worlds: A Study on Players of World of Warcraft.

Authors:  Noemi Rosa Maganuco; Antonino Costanzo; Laura Rosa Midolo; Gianluca Santoro; Adriano Schimmenti
Journal:  Clin Neuropsychiatry       Date:  2019-06

2.  Non-Substance Addiction in Childhood and Adolescence–The Internet, Computer Games and Social Media.

Authors:  Olga Geisel; Anneke Lipinski; Michael Kaess
Journal:  Dtsch Arztebl Int       Date:  2021-01-11       Impact factor: 5.594

3.  The Information and Communication Technology User Role: Implications for the Work Role and Inter-Role Spillover.

Authors:  Matthew M Piszczek; Shaun Pichler; Ofir Turel; Jeffrey Greenhaus
Journal:  Front Psychol       Date:  2016-12-27

4.  Internet gaming disorder: Feeling the flow of social games.

Authors:  Elwin Hu; Vasileios Stavropoulos; Alastair Anderson; Matthew Scerri; James Collard
Journal:  Addict Behav Rep       Date:  2018-10-24

5.  Study on the Influence Mechanism of Virtual Simulation Game Learning Experience on Student Engagement and Entrepreneurial Skill Development.

Authors:  Qixing Yang; Yue Zhang; Yawen Lin
Journal:  Front Psychol       Date:  2022-01-27

6.  The Association of Problematic Online Gaming Behavior With Mental Well-Being and Depressive Symptoms Among Students of Professional Colleges in Rishikesh.

Authors:  Rishita Chandra; Santosh Kumar; Yogesh Bahurupi; Vikram Singh Rawat
Journal:  Cureus       Date:  2022-02-08

7.  How do mini games affect female users of mobile commerce? Improving platform satisfaction through game use intention.

Authors:  Yi-Ting Huang; Na Yu; Ching-Yi Chen
Journal:  Front Psychol       Date:  2022-09-26

8.  High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

Authors:  Aniket Nagle; Robert Riener; Peter Wolf
Journal:  Front Psychol       Date:  2015-11-20

Review 9.  Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective.

Authors:  Kimberly S Young; Matthias Brand
Journal:  Front Psychol       Date:  2017-10-20

10.  Online Relationships and Social Media Interaction in Youth Problem Gambling: A Four-Country Study.

Authors:  Iina Savolainen; Markus Kaakinen; Anu Sirola; Aki Koivula; Heli Hagfors; Izabela Zych; Hye-Jin Paek; Atte Oksanen
Journal:  Int J Environ Res Public Health       Date:  2020-11-03       Impact factor: 3.390

  10 in total

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