| Literature DB >> 36225709 |
Yi-Ting Huang1, Na Yu2, Ching-Yi Chen3.
Abstract
Combining games with mobile commerce applications has been a trend in recent years. Mobile commerce is attracting a large number of people, especially females, to play mini games on the platform. The gamification of mobile commerce may affect users' platform satisfaction. This study aims to explore the intention of female users to play mobile commerce games and its impact on platform satisfaction. We collected data from females in China who played mobile commerce games and then used a structural equation model to test the various hypotheses we made. The results showed that game use intention fully mediated the impact of performance expectation, hedonic motivation, and social influence on platform satisfaction. Effort expectation had no significant impact on game use intention but had a positive impact on platform satisfaction. Game use intention had a positive impact on platform satisfaction. The frequency of playing games and the amount of money spent on the platform were positively correlated with game use intention. Females over 25 years old preferred to play mobile commerce games. This study provides a theoretical reference and practical enlightenment and makes a specific contribution to the development of mobile commerce platform and the application of gamification. However, this study has limitations in terms of test samples, research methods and research content, and further research on mobile commerce is required in the future.Entities:
Keywords: female users; intention; mini games; mobile commerce; satisfaction; structural equation model
Year: 2022 PMID: 36225709 PMCID: PMC9549871 DOI: 10.3389/fpsyg.2022.973144
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Summary of factor analysis.
| Construct | Items | Std. | SMC | AVE | CR |
|---|---|---|---|---|---|
| Performance expectancy (M = 4.087, SD = 0.874) | It is useful to play m-commerce games (to entertain, save money, promote social interaction, protect the environment, etc.). | 0.730 | 0.533 | 0.572 | 0.870 |
| The m-commerce games I play bring the desired value. | 0.802 | 0.643 | |||
| M-commerce games allow me to get good shopping discounts. | 0.767 | 0.589 | |||
| M-commerce games give me a higher chance to shop more cheaply. | 0.735 | 0.541 | |||
| M-commerce games allow me to acquire useful information to shop more wisely. | 0.744 | 0.554 | |||
| Effort expectancy (M = 4.409, SD = 0.668) | How to play m-commerce games is easy. | 0.761 | 0.578 | 0.525 | 0.816 |
| I can easily master how to play m-commerce games. | 0.714 | 0.510 | |||
| I think the gameplay of m-commerce games is simple. | 0.721 | 0.519 | |||
| Playing m-commerce games is easy. | 0.702 | 0.493 | |||
| Social influence (M = 3.964, SD = 0.966) | Many people around me are playing m-commerce games. | 0.756 | 0.571 | 0.571 | 0.780 |
| My friends and family would talk to me about m-commerce games. | 0.778 | 0.605 | |||
| I may play m-commerce games because of the influence of others. | 0.732 | 0.536 | |||
| Hedonic motivation (M = 4.180, SD = 0.825) | M-commerce games bring me happiness. | 0.792 | 0.627 | 0.620 | 0.891 |
| M-commerce games are enjoyable. | 0.784 | 0.615 | |||
| M-commerce games can be relaxing. | 0.772 | 0.595 | |||
| M-commerce games are fun. | 0.804 | 0.646 | |||
| M-commerce games are interesting. | 0.785 | 0.616 | |||
| Game use intention (M = 4.119, SD = 0.861) | I am interested in playing m-commerce games. | 0.806 | 0.650 | 0.651 | 0.882 |
| I like playing m-commerce games. | 0.822 | 0.622 | |||
| I may keep on playing m-commerce games. | 0.788 | 0.675 | |||
| I tend to make positive comments about m-commerce games. | 0.810 | 0.656 | |||
| Platform satisfaction (M = 4.266, SD = 0.623) | I am satisfied with the overall experience of the m-commerce platform. | 0.715 | 0.511 | 0.530 | 0.819 |
| My overall feeling when using the m-commerce platform is pleasant. | 0.718 | 0.515 | |||
| My overall feeling when using the m-commerce platform is satisfactory. | 0.772 | 0.596 | |||
| The experience of the m-commerce platform is what I want. | 0.706 | 0.498 |
Descriptive statistics of the participants.
| Measure | Rank | Frequency | Percentage |
|---|---|---|---|
| Age | <25 years | 183 | 30.05 |
| ≥25 years | 426 | 69.95 | |
| Educational level | High school or below | 58 | 9.52 |
| Undergraduate or junior college | 498 | 81.77 | |
| Postgraduate or above | 53 | 8.70 | |
| Frequency of playing m-commerce games | Every day | 261 | 42.86 |
| Two–four times a week | 277 | 45.48 | |
| Three–five times a month | 71 | 11.66 | |
| Average monthly platform expenditure | ≤200 RMB | 108 | 17.73 |
| >201 RMB and ≤500 RMB | 276 | 45.32 | |
| ≥501 RMB | 225 | 36.95 |
Correlations of variables.
| Variables | SI | EE | PE | HM | GUI | PS |
|---|---|---|---|---|---|---|
| SI |
| |||||
| EE | 0.317 |
| ||||
| PE | 0.552 | 0.326 |
| |||
| HM | 0.663 | 0.465 | 0.710 |
| ||
| GUI | 0.632 | 0.360 | 0.713 | 0.773 |
| |
| PS | 0.377 | 0.517 | 0.413 | 0.489 | 0.544 |
|
Square roots of the AVE values are reported in bold on the diagonal.
Figure 1Empirical test results.
Path analysis.
| Path | β | t |
| Result |
|---|---|---|---|---|
| performance expectancy → game use intention | 0.306 | 5.979 | *** | Support H1a |
| hedonic motivation → game use intention | 0.389 | 6.220 | *** | Support H2a |
| social influence → game use intention | 0.170 | 3.469 | *** | Support H3a |
| effort expectancy → game use intention | 0.012 | 0.247 | 0.805 | Reject H4a |
| performance expectancy → platform satisfaction | 0.124 | 1.824 | 0.068 | Reject H1b |
| hedonic motivation → platform satisfaction | 0.107 | 1.280 | 0.201 | Reject H2b |
| social influence → platform satisfaction | 0.033 | 0.527 | 0.598 | Reject H3b |
| effort expectancy → platform satisfaction | 0.343 | 6.567 | *** | Support H4b |
| game use intention → platform satisfaction | 0.207 | 2.608 | ** | Support H5 |
**p < 0.01, ***p < 0.001.