Antecedents and consequences of sending and receiving information in mobile gaming apps

John B. Dinsmore , Kunal Swani , Ciro Troise , Wakiuru Wamwara , Bin Li
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引用次数: 2

Abstract

Mobile gaming applications (apps) are increasingly engineered to encourage the sending and receiving information between players in hopes of generating word-of-mouth and stimulating purchases. This research utilizes a social influence perspective to examine the trait antecedents (identification as a member of the gaming community, susceptibility to informational influence) and behavioral consequences (paying for downloads of mobile app games, making in-app purchases, sharing of gaming experiences) of the desires to send and receive market information in mobile gaming apps.

A structural equation model was constructed and tested from a survey of 265 US adults who identified themselves as playing mobile gaming apps. Results show dramatically different antecedents and consequences between trait desires to send and receive market information in mobile gaming apps. The desire to send market information significantly and positively affected all three gaming behaviors, while the desire to receive market information had a negative effect on in-app purchases. The desire to send market information also fully mediated the impact of susceptibility to informational influence on all three behaviors. These findings help expand knowledge of informational exchange in mobile games to help developers increase engagement and monetization.

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在手机游戏应用中发送和接收信息的前因和后果
越来越多的手机游戏应用被设计成鼓励玩家之间发送和接收信息,以期创造口口相传并刺激购买。本研究利用社会影响的视角来考察在手机游戏应用中发送和接收市场信息的欲望的特质前因(作为游戏社区成员的身份认同、对信息影响的敏感性)和行为后果(付费下载手机应用游戏、进行应用内购买、分享游戏体验)。通过对265名自称玩手机游戏的美国成年人的调查,我们构建了一个结构方程模型并进行了测试。结果显示,在手机游戏应用中发送和接收市场信息的特质欲望之间存在着显著不同的前因和后果。发送市场信息的欲望会对这三种游戏行为产生显著的积极影响,而接收市场信息的欲望则会对应用内购买产生负面影响。发送市场信息的愿望也完全调解了对信息影响的敏感性对所有三种行为的影响。这些发现有助于扩展手机游戏中的信息交流知识,帮助开发者提高用户粘性和盈利。
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