Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming

IF 7.6 2区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Telematics and Informatics Pub Date : 2023-09-26 DOI:10.1016/j.tele.2023.102062
Tyreal Yizhou Qian , Bo Yu , Robbie Matz , Lei Luo , Chenglong Xu
{"title":"Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming","authors":"Tyreal Yizhou Qian ,&nbsp;Bo Yu ,&nbsp;Robbie Matz ,&nbsp;Lei Luo ,&nbsp;Chenglong Xu","doi":"10.1016/j.tele.2023.102062","DOIUrl":null,"url":null,"abstract":"<div><p>Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model’s paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial implications were discussed accordingly.</p></div>","PeriodicalId":48257,"journal":{"name":"Telematics and Informatics","volume":"85 ","pages":"Article 102062"},"PeriodicalIF":7.6000,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Telematics and Informatics","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0736585323001260","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
引用次数: 0

Abstract

Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model’s paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial implications were discussed accordingly.

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
游戏化对消费者忠诚度的影响:探索游戏化电子竞技社交直播中未被观察到的异质性
过去几年,游戏化社交直播(SLS)平台的激增推动了电子竞技的发展。虽然之前的研究已经认识到游戏化的复杂性,但有限的学术研究从电子竞技消费者忠诚度的角度考察了游戏化的有效性。通过技术接受模型(TAM)的视角,本研究调查了两个SLS平台(n=583)的电子竞技消费者,以探索游戏化维度、TAM决定因素和SLS平台忠诚度之间的关系。我们在总体和细分市场两个层面上检查了结构模型,并揭示了模型路径和观测中存在未观察到的异质性。这些发现为游戏化的有效性和电子竞技消费者的异质性提供了独特的见解。据此讨论了理论和管理方面的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Telematics and Informatics
Telematics and Informatics INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
17.00
自引率
4.70%
发文量
104
审稿时长
24 days
期刊介绍: Telematics and Informatics is an interdisciplinary journal that publishes cutting-edge theoretical and methodological research exploring the social, economic, geographic, political, and cultural impacts of digital technologies. It covers various application areas, such as smart cities, sensors, information fusion, digital society, IoT, cyber-physical technologies, privacy, knowledge management, distributed work, emergency response, mobile communications, health informatics, social media's psychosocial effects, ICT for sustainable development, blockchain, e-commerce, and e-government.
期刊最新文献
Unveiling the dynamics of binge-scrolling: A comprehensive analysis of short-form video consumption using a Stimulus-Organism-Response model Motivations behind problematic short video use: A three-level meta-analysis Crypto-Cognitive Exploitation: Integrating Cognitive, Social, and Technological perspectives on cryptocurrency fraud Are you what you emoji? How skin tone emojis and profile pictures shape attention and social inference processing Engaging with underserved communities during times of crises: A computational analysis of social media interactions with government information about COVID-19 economic relief programs
×
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