消费价值理论:透视网络游戏订阅服务的使用和持续使用意向

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-07-18 DOI:10.1016/j.chb.2024.108377
{"title":"消费价值理论:透视网络游戏订阅服务的使用和持续使用意向","authors":"","doi":"10.1016/j.chb.2024.108377","DOIUrl":null,"url":null,"abstract":"<div><p>Using the theory of consumption value as the theoretical framework and online game subscription as the subject, this study considered the antecedents (game motivations, fear of missing out [FoMO], and variety preference) and consequences (use and continual use intention) of the values (playing games, social, enjoyment, price, and quality) offered by subscription services. Using the partial least squares method, an empirical analysis of 412 subscribers' and 265 non-subscribers’ views at the online game subscription service level revealed the limited consequences of game motivations for the use (continual use) of online game subscription services. Perceiving FoMO as a bidimensional construct (losing-out and interactive aspects) could provide more insights into how online game players perceive subscription services. FoMO's (interactive aspect) contribution to value is more evident among non-subscribers than subscribers. For both subscribers and non-subscribers, variety preference positively contributes to numerous value types. Three value types (playing games, enjoyment, and price) contribute to the use (continual use) intention. This study augments the rather limited subscription retail literature by focusing on online game subscription services. By viewing FoMO as bidimensional instead of the usual unidimensional construct, this study found that these two FoMO types behaved differently. Moreover, this study showed that studies at the game level cannot be applied to the subscription level in a lock, stock, and barrel manner.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":null,"pages":null},"PeriodicalIF":9.0000,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Theory of consumption value: A lens to examine the use and continual use intention of online game subscription services\",\"authors\":\"\",\"doi\":\"10.1016/j.chb.2024.108377\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Using the theory of consumption value as the theoretical framework and online game subscription as the subject, this study considered the antecedents (game motivations, fear of missing out [FoMO], and variety preference) and consequences (use and continual use intention) of the values (playing games, social, enjoyment, price, and quality) offered by subscription services. Using the partial least squares method, an empirical analysis of 412 subscribers' and 265 non-subscribers’ views at the online game subscription service level revealed the limited consequences of game motivations for the use (continual use) of online game subscription services. Perceiving FoMO as a bidimensional construct (losing-out and interactive aspects) could provide more insights into how online game players perceive subscription services. FoMO's (interactive aspect) contribution to value is more evident among non-subscribers than subscribers. For both subscribers and non-subscribers, variety preference positively contributes to numerous value types. Three value types (playing games, enjoyment, and price) contribute to the use (continual use) intention. This study augments the rather limited subscription retail literature by focusing on online game subscription services. By viewing FoMO as bidimensional instead of the usual unidimensional construct, this study found that these two FoMO types behaved differently. Moreover, this study showed that studies at the game level cannot be applied to the subscription level in a lock, stock, and barrel manner.</p></div>\",\"PeriodicalId\":48471,\"journal\":{\"name\":\"Computers in Human Behavior\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":9.0000,\"publicationDate\":\"2024-07-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers in Human Behavior\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0747563224002450\",\"RegionNum\":1,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563224002450","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0

摘要

本研究以消费价值理论为理论框架,以网络游戏订阅为研究对象,探讨了订阅服务所提供的价值(玩游戏、社交、享受、价格和质量)的前因(游戏动机、害怕错过[FoMO]和品种偏好)和后果(使用和持续使用意向)。利用偏最小二乘法,对 412 名订阅者和 265 名非订阅者在网络游戏订阅服务层面的观点进行了实证分析,结果显示游戏动机对使用(持续使用)网络游戏订阅服务的影响有限。将《FoMO》视为一个双维结构(流失和互动方面),可以让我们更深入地了解网络游戏玩家是如何看待订阅服务的。FoMO (互动方面)对价值的贡献在非用户中比在用户中更为明显。对于订户和非订户来说,多样性偏好对许多价值类型都有积极的促进作用。三种价值类型(玩游戏、享受和价格)促进了使用(持续使用)意向。本研究以网络游戏订阅服务为重点,丰富了相当有限的订阅零售文献。通过将 FoMO 视为双维度而非通常的单维度结构,本研究发现这两种 FoMO 类型的行为有所不同。此外,本研究还表明,游戏层面的研究不能照搬到订阅层面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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
Theory of consumption value: A lens to examine the use and continual use intention of online game subscription services

Using the theory of consumption value as the theoretical framework and online game subscription as the subject, this study considered the antecedents (game motivations, fear of missing out [FoMO], and variety preference) and consequences (use and continual use intention) of the values (playing games, social, enjoyment, price, and quality) offered by subscription services. Using the partial least squares method, an empirical analysis of 412 subscribers' and 265 non-subscribers’ views at the online game subscription service level revealed the limited consequences of game motivations for the use (continual use) of online game subscription services. Perceiving FoMO as a bidimensional construct (losing-out and interactive aspects) could provide more insights into how online game players perceive subscription services. FoMO's (interactive aspect) contribution to value is more evident among non-subscribers than subscribers. For both subscribers and non-subscribers, variety preference positively contributes to numerous value types. Three value types (playing games, enjoyment, and price) contribute to the use (continual use) intention. This study augments the rather limited subscription retail literature by focusing on online game subscription services. By viewing FoMO as bidimensional instead of the usual unidimensional construct, this study found that these two FoMO types behaved differently. Moreover, this study showed that studies at the game level cannot be applied to the subscription level in a lock, stock, and barrel manner.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
期刊最新文献
The negative consequences of networking through social network services: A social comparison perspective Can online behaviors be linked to mental health? Active versus passive social network usage on depression via envy and self-esteem Self-regulation deficiencies and perceived problematic online pornography use among young Chinese women: The role of self-acceptance Flow in ChatGPT-based logic learning and its influences on logic and self-efficacy in English argumentative writing Navigating online perils: Socioeconomic status, online activity lifestyles, and online fraud targeting and victimization of old adults in China
×
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