参与在网络游戏中的作用:一项针对Z世代用户的研究

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2022-01-02 DOI:10.1080/14626268.2022.2033272
S. Jasrotia, M. K. Kamila, S. Chib, H. Mishra
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引用次数: 2

摘要

在印度,网络游戏已经成为一种最近的休闲活动,尤其是在年轻一代中。因此,越来越多的年轻人,特别是Z世代,都投入到虚拟游戏世界中。针对这种情况,我们的论文分析了Z世代客户的参与在增加网络游戏销售中的作用。我们发现,游戏满意度、游戏个性化和社交互动增加了用户粘性,从而增加了在线游戏的销量。建立研究模型,采用266份有效问卷对结果进行检验。概念模型检验的结果表明,参与结构对Z世代消费者的购买决策有显著影响。
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Role of engagement in online gaming: a study of generation Z customers
ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization, and social interaction increases customer engagement, thereby increasing the sale of online games. A research model was developed, and the results were tested using 266 valid questionnaires. The results from the conceptual model testing suggests that the construct of engagement is significant in influencing the purchase decisions of Generation Z customers.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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