用电子现金服务激励手机在线游戏

E. See-To, C. Westland
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引用次数: 0

摘要

本研究调查了在电子现金技术的可用性和使用程度不同的情况下,影响支付和消费移动在线游戏服务意愿的因素。我们在香港调查和收集了9299个案例,比较了电子现金的可用性对支付和消费移动在线游戏服务意愿的影响,控制了性别、年龄和教育水平。我们的研究发现,电子现金技术对男性的游戏使用几乎没有影响,而对女性来说,电子现金的可用性是在线游戏使用的重要促成因素,并且年龄影响影响程度——儿童和青少年使用电子现金技术对游戏使用几乎没有影响,但对激励老年玩家更多地使用游戏有影响。教育水平的差异也会影响电子现金对游戏使用的影响,极端情况下,仅受过小学教育或研究生教育的玩家认为电子现金对他们的游戏使用几乎没有影响,而受过中学或大学教育的玩家的电子现金使用情况更接近所有用户的平均水平。
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Incentivizing Mobile-Online Games with Electronic Cash Services
This research investigates factors influencing the willingness to pay for and consume mobile-online gaming services given varying levels of availability and usage of electronic cash technology. A sample of 9299 cases was surveyed and collected in Hong Kong comparing the influence of electronic cash availability on the willingness to pay for and consume mobile-online gaming services controlling for gender, age and education level. Our research found that electronic cash technology had almost no influence on men’s’ game usage while for women, the availability of electronic cash was a significant enabler of online game usage, and that age affected the degree of influence — electronic cash technology use among children and adolescents had almost no influence on game usage, but was influential in motivating more game usage in older gamers. Differences in educational level also impacted the effect of electronic cash availability on game usage, with those at the extremes, gamers with a primary only, or post-graduate education responding that electronic cash had almost no influence on their game usage, while gamers with secondary or college education tended to have electronic cash usage profiles closer to the average across all users.
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