Many a little makes a mickle: avatar accumulability and loyalty

IF 5.9 3区 管理学 Q1 BUSINESS Internet Research Pub Date : 2025-02-17 DOI:10.1108/intr-06-2023-0494
Shih-I Tai, Tzu-Ling Huang, Hsin-Yi Huang, Chieh-Ni Wu, T.C.E. Cheng, Ching-I Teng
{"title":"Many a little makes a mickle: avatar accumulability and loyalty","authors":"Shih-I Tai, Tzu-Ling Huang, Hsin-Yi Huang, Chieh-Ni Wu, T.C.E. Cheng, Ching-I Teng","doi":"10.1108/intr-06-2023-0494","DOIUrl":null,"url":null,"abstract":"<h3>Purpose</h3>\n<p>Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants.</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty.</p><!--/ Abstract__block -->\n<h3>Practical implications</h3>\n<p>Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.</p><!--/ Abstract__block -->","PeriodicalId":54925,"journal":{"name":"Internet Research","volume":"17 1","pages":""},"PeriodicalIF":5.9000,"publicationDate":"2025-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Internet Research","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1108/intr-06-2023-0494","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

Abstract

Purpose

Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty.

Design/methodology/approach

We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants.

Findings

These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty.

Practical implications

Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty.

Originality/value

Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
求助全文
约1分钟内获得全文 去求助
来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
期刊最新文献
Many a little makes a mickle: avatar accumulability and loyalty The value of CEO communication on social media for internal relationship management and employees’ social media engagement Unlocking digital transformation: the impact of IT intellectual capital and market turbulence The drivers of intimacy toward social media-based brand communities: perspective of attachment theory Understanding streamers’ intention to live stream in the context of rural live streaming commerce: a mixed-methods study
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1