| Literature DB >> 33364473 |
Abstract
This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two consumer groups. A sample of 474 (215 PG non-players and 259 PG players) was collected and analysed. Game aesthetics increase all perceived values of both groups. Game aesthetics and innovativeness have no direct impact on gamers' intention to play. Emotional value and functional value are crucial for their behavioural intention. Social value is important for non-players, while conditional value influences players' intentions. This study contributes to the expansion of the TCV in mobile location-based AR game adoption and reveals the insights of players' and non-players' value perceptions. It is one of the first studies investigating the TCV factors, antecedents, and consequence in the mobile AR game literature.Entities:
Keywords: Aesthetic; Augmented reality; Business; Consumer attitude; Consumer psychology; Digital media; Individual differences; Industry; Information science; Information technology; Innovativeness; Location-based; Media use; Mobile computing; Mobile games; Pokémon Go; Technology adoption; Theory of consumption values
Year: 2020 PMID: 33364473 PMCID: PMC7753125 DOI: 10.1016/j.heliyon.2020.e03895
Source DB: PubMed Journal: Heliyon ISSN: 2405-8440
Figure 1The research model.
The example of measures and their references.
| Construct | An Example Question | Adapted from |
|---|---|---|
| Game aesthetics (AESTHE) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): This game has visually pleasing graphics.” | |
| Innovativeness (INNO) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): I am usually among the first to try new products.” | |
| Functional value (FUNC) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): I would find this game useful in my life.” | |
| Convenience value (CONV) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): I would find it easy to control this game to do what I want it to do, not require a lot of effort.” | |
| Social value (SOCIAL) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): Playing this game would make a good impression on other people.” | |
| Emotional value (EMO) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): I have fun playing this game.” | |
| Epistemic value (EPIST) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): This game enables me to test the new technologies such as AR.” | |
| Conditional value (COND) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): When in an unfamiliar environment of getting lost, a map in this game can help me to identify my current location and further direction.” | |
| Intention to play a mobile location-based AR game (INT_PLAY) | “Please rate your perceptions regarding these sentences (1 – strongly disagreed 5 – strongly agreed): I predict I will (continue to) use this game in the future.” |
The summary of demographic characteristics of respondents, both non-players and players.
| Demographic Characteristics | Non-Players | Players |
|---|---|---|
| N (%) | N (%) | |
| Gender: | ||
| Male | 93 (43.3%) | 144 (55.6%) |
| Female | 122 (56.7%) | 115 (44.4%) |
| Total | 215 (100.0%) | 259 (100.0%) |
| Average Age | 26 | 25 |
| Education (Studying/Received): | ||
| Lower than Bachelor Degree | 14 (6.5%) | 26 (10.0%) |
| Bachelor's Degree | 161 (74.9%) | 184 (71.0%) |
| Master's Degree | 39 (18.1%) | 46 (17.8%) |
| Doctoral Degree | 1 (0.5%) | 3 (1.2%) |
| Total | 215 (100.0%) | 259 (100.0%) |
| Average Amount of Using Mobile Internet (hours/day) | 8 | - |
| Average amount of Using Mobile Internet (days/week) | 7 | - |
| Average Amount of Playing Pokémon Go (hours/day) | - | 3 |
| Average amount of Playing Pokémon Go (days/week) | - | 5 |
| Other Game Types Playing: | ||
| Action/Adventure/Arcade | 88 (40.9%) | 179 (69.1%) |
| Board/Card/Casino | 28 (13.0%) | 49 (18.9%) |
| Educational | 58 (27.0%) | 35 (13.5%) |
| Music | 27 (12.6%) | 65 (25.1%) |
| Sports/Racing | 58 (27.0%) | 68 (26.3%) |
| Role Playing/Simulation/Strategy | 71 (33.0%) | 107 (41.3%) |
| Trivia/Word/Puzzle | 55 (25.6%) | 57 (22.0%) |
| Total | 215 (100.0%) | 259 (100.0%) |
The results of the measurement model and structural model.
| Fit Index | Acceptable Fit Criteria ( | Measurement Model (Non-Players) | Measurement Model (Players) | Structural Model (Non-Players) | Structural Model (Players) |
|---|---|---|---|---|---|
| 1.722 | 1.394 | 1.818 | 1.445 | ||
| GFI | GFI ≥0.90 | 0.924 | 0.945 | 0.910 | 0.935 |
| AGFI | AGFI ≥ 0.85 | 0.868 | 0.905 | 0.864 | 0.901 |
| NFI | NFI ≥ 0.90 | 0.945 | 0.954 | 0.934 | 0.946 |
| NNFI | NNFI ≥0.95 | 0.963 | 0.979 | 0.958 | 0.976 |
| CFI | CFI ≥ 0.90 | 0.976 | 0.986 | 0.969 | 0.982 |
| RMSEA | RMSEA ≤ 0.08 | 0.058 | 0.039 | 0.062 | 0.042 |
| SRMR | SRMR ≤ 0.08 | 0.0324 | 0.0314 | 0.0403 | 0.0366 |
Note: Chi-Square/Degrees of Freedom (X/df) Goodness of Fit (GFI), Adjusted Goodness of Fit (AGFI), Normed Fit Index (NFI), Non-Normed Fit Index (NNFI), Comparative Fit Index (CFI), Root Mean Square Error of Approximation (RMSEA), and Standardized Root Mean Square Residual (SRMR).
Descriptive statistics of the constructs, construct reliability, and convergent validity for each group.
| Construct | Non-Players (N = 215) | Players (N = 259) | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Mean (SD) | CR | AVE | α | Mean (SD) | CR | AVE | α | ||
| AESTHE | 3.18 (1.14) | 0.870 | 0.722 | 0.857 | 3.84 (0.86) | 0.732 | 0.580 | 0.721 | -7.035∗∗∗ |
| INNO | 3.11 (1.17) | 0.860 | 0.755 | 0.855 | 3.54 (1.07) | 0.819 | 0.695 | 0.817 | -4.189∗∗∗ |
| FUNC | 2.08 (0.96) | 0.827 | 0.705 | 0.818 | 3.32 (1.01) | 0.827 | 0.705 | 0.826 | -13.649∗∗∗ |
| CONV | 2.90 (1.14) | 0.853 | 0.744 | 0.853 | 3.79 (0.92) | 0.793 | 0.660 | 0.784 | -9.100∗∗∗ |
| SOCIAL | 2.50 (1.23) | 0.870 | 0.771 | 0.862 | 3.53 (0.92) | 0.817 | 0.697 | 0.791 | -10.161∗∗∗ |
| EMO | 2.28 (1.16) | 0.934 | 0.876 | 0.932 | 3.95 (0.95) | 0.924 | 0.859 | 0.924 | -16.963∗∗∗ |
| EPIST | 2.88 (1.30) | 0.936 | 0.880 | 0.936 | 3.78 (0.94) | 0.802 | 0.674 | 0.789 | -8.439∗∗∗ |
| COND | 2.48 (1.12) | 0.887 | 0.797 | 0.885 | 3.13 (1.18) | 0.885 | 0.794 | 0.884 | -6.088∗∗∗ |
| INT_PLAY | 1.87 (1.07) | 0.940 | 0.887 | 0.939 | 3.50 (1.18) | 0.961 | 0.926 | 0.961 | -15.687∗∗∗ |
∗∗∗p < 0.001; ∗∗p < 0.01; ∗p < 0.05.
Note: Game Aesthetics (AESTHE), Players' Innovativeness (INNO), Functional Value (FUNC), Convenience Value (CONV), Social Value (SOCIAL), Emotional Value (EMO), Epistemic Value (EPIST), Conditional Value (COND), and Intention to Play (INT_PLAY).
Discriminant validity for non-players.
| AESTHE | INNO | FUNC | CONV | SOCIAL | EMO | EPIST | COND | INT_PLAY | |
|---|---|---|---|---|---|---|---|---|---|
| AESTHE | |||||||||
| INNO | 0.439 | ||||||||
| FUNC | 0.567 | 0.244 | |||||||
| CONV | 0.657 | 0.399 | 0.613 | ||||||
| SOCIAL | 0.452 | 0.368 | 0.568 | 0.574 | |||||
| EMO | 0.560 | 0.281 | 0.728 | 0.622 | 0.540 | ||||
| EPIST | 0.565 | 0.309 | 0.591 | 0.593 | 0.526 | 0.638 | |||
| COND | 0.400 | 0.318 | 0.567 | 0.576 | 0.546 | 0.563 | 0.668 | ||
| INT_PLAY | 0.399 | 0.225 | 0.671 | 0.474 | 0.548 | 0.720 | 0.422 | 0.463 |
Note: Factor Correlation Matrix with the Square Roots of the AVEs on the diagonal.
Discriminant validity for players.
| AESTHE | INNO | FUNC | CONV | SOCIAL | EMO | EPIST | COND | INT_PLAY | |
|---|---|---|---|---|---|---|---|---|---|
| AESTHE | |||||||||
| INNO | 0.364 | ||||||||
| FUNC | 0.558 | 0.453 | |||||||
| CONV | 0.552 | 0.375 | 0.552 | ||||||
| SOCIAL | 0.344 | 0.292 | 0.483 | 0.455 | |||||
| EMO | 0.603 | 0.393 | 0.706 | 0.588 | 0.420 | ||||
| EPIST | 0.437 | 0.329 | 0.690 | 0.517 | 0.407 | 0.632 | |||
| COND | 0.424 | 0.286 | 0.530 | 0.280 | 0.304 | 0.446 | 0.506 | ||
| INT_PLAY | 0.468 | 0.364 | 0.710 | 0.368 | 0.406 | 0.723 | 0.510 | 0.517 |
Note: Factor Correlation Matrix with the Square Roots of the AVEs on the diagonal.
Figure 2Structural model and R values for non-players. ∗∗∗p < 0.001; ∗∗p < 0.01; ∗p < 0.05.
Figure 3Structural model and R values for players. ∗∗∗p < 0.001; ∗∗p < 0.01; ∗p < 0.05.
Summary of results.
| Research Question/Hypothesis | Support (Non-Players) | Support (Players) |
|---|---|---|
| | Yes ( | Yes ( |
| | Yes, but in negative ways ( | No |
| | No | No |
| | No | No |
| | Yes ( | Yes ( |
| | Yes (INNO → FUNC, INNO → EMO, INNO → EPIST) | |
| | Yes (AESTHE → FUNC) | |
| | Yes (SOCIAL → INT_PLAY, COND → INT_PLAY) | |
| | No | |