‘I Feel Like I’m with You; Therefore, I’m Having Fun’: The Effects of Social Comparison and Belongingness on Continuous Play Intention for Online Games and Loyalty

IF 1 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Interacting with Computers Pub Date : 2024-04-03 DOI:10.1093/iwc/iwae005
Jihyeon Lee, Hanku Kim
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引用次数: 0

Abstract

Playing a massively multiplayer online role-playing game (MMORPG) is no longer just a personal hobby, and the genre has evolved into a forum that encourages continual interaction among its users. To determine the motivation behind the user’s participation of MMORPG, we suggest social comparison and self-expansion theories. Specifically, this study proposes a research model that comprehensively identifies the effects of psychological motives (social comparison motive and belongingness) and immersive gaming behaviors (social presence and flow experience) on behavioral factors (continuous play intention and loyalty). We analyzed 274 valid survey questionnaire responses. Our findings contribute to a growing body of literature that identifies the motives of users to play MMORPGs by applying social comparison and self-expansion theories to understand the factors that influence people to play MMORPGs. Furthermore, the study’s results have practical implications for game developers, suggesting that they should develop content strategically to attract users.
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我感觉和你在一起,所以我玩得很开心":社会比较和归属感对持续玩网络游戏的意愿和忠诚度的影响
玩大型多人在线角色扮演游戏(MMORPG)已不再仅仅是一种个人爱好,这种游戏类型已发展成为一个鼓励用户之间持续互动的论坛。为了确定用户参与 MMORPG 的动机,我们提出了社会比较和自我扩张理论。具体来说,本研究提出了一个研究模型,全面识别心理动机(社会比较动机和归属感)和沉浸式游戏行为(社会临场感和流动体验)对行为因素(持续游戏意向和忠诚度)的影响。我们对 274 份有效调查问卷进行了分析。我们的研究结果为越来越多的文献做出了贡献,这些文献通过运用社会比较和自我扩张理论来理解影响人们玩 MMORPG 的因素,从而确定了用户玩 MMORPG 的动机。此外,研究结果对游戏开发者也有实际意义,建议他们有策略地开发内容以吸引用户。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Interacting with Computers
Interacting with Computers 工程技术-计算机:控制论
CiteScore
2.70
自引率
0.00%
发文量
12
审稿时长
>12 weeks
期刊介绍: Interacting with Computers: The Interdisciplinary Journal of Human-Computer Interaction, is an official publication of BCS, The Chartered Institute for IT and the Interaction Specialist Group . Interacting with Computers (IwC) was launched in 1987 by interaction to provide access to the results of research in the field of Human-Computer Interaction (HCI) - an increasingly crucial discipline within the Computer, Information, and Design Sciences. Now one of the most highly rated journals in the field, IwC has a strong and growing Impact Factor, and a high ranking and excellent indices (h-index, SNIP, SJR).
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