Exploring Purchase and Repurchase Behavior in Online Mobile Games: A Preliminary Study

ICSEB '18 Pub Date : 2018-12-18 DOI:10.1145/3301761.3301762
Jung-Chieh Lee, Liangnan Xiong
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引用次数: 1

Abstract

With the popularity of mobile games, mobile phones have become the first choice for consumer entertainment. However, few players are willing to continually spend money on mobile games. There is a significant need to understand players' purchase behaviors and repurchase behaviors. Thus, this paper uses social cognitive theory as a theoretical basis to develop a research model for understanding players' purchase behaviors, as well as repurchase behaviors, in relation to mobile games. Specifically, the model first divides the factors of players' purchase behaviors into self-cognition and social environment. For the self-cognition aspect, uses and gratifications theory is applied to separate players' gratification from hedonic gratification and utilitarian gratification. For social environment, conformity is used to study how social environments influence purchase behaviors. Moreover, the model considers flow as a moderating variable to explore the relationship between players' purchase and repurchase behaviors for mobile games.
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手机网络游戏中购买与再购买行为的初步研究
随着手机游戏的普及,手机已经成为消费者娱乐的首选。然而,很少有玩家愿意在手机游戏中持续花钱。我们有必要了解玩家的购买行为和再购买行为。因此,本文以社会认知理论为理论基础,构建了理解手机游戏中玩家购买行为和再购买行为的研究模型。具体来说,该模型首先将玩家购买行为的影响因素分为自我认知和社会环境。在自我认知方面,运用使用与满足理论将玩家的满足与享乐性满足和功利性满足区分开来。在社会环境方面,从众是研究社会环境对购买行为的影响。此外,该模型将心流作为调节变量,探讨了玩家在手机游戏中购买和再购买行为之间的关系。
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