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The determinants of adolescents' behavioral intentions towards online services: Empirical evidence from online game industry

机译:青少年对网络服务行为意图的决定因素:来自网络游戏行业的经验证据

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This research proposes a conceptual model with perceived value, satisfaction, subjective norm and individual characteristics (i.e., self-esteem, self-efficacy and extraversion) as key predictors of adolescents' intention to play online games. Perceived value is determined by positive factor of perceived benefits and negative factor of perceived risks. A survey was conducted to test the model. Most hypotheses were supported. Moreover, sub-dimensions of perceived benefits (i.e., ability expansion, playfulness and pleasure of control, telepresence and group identification) and perceived risks (i.e., psychosocial, financial, physical, performance and time risks) salient for adolescent online gamers were identified. The effect of perceived value on playing intention is mediated by satisfaction.
机译:这项研究提出了一个概念模型,该模型具有感知的价值,满意度,主观规范和个人特征(即自尊,自我效能感和外向性),作为青少年玩网络游戏意图的关键指标。感知价值取决于感知利益的正向因素和感知风险的负向因素。进行了调查以测试模型。大多数假设得到支持。此外,还确定了青少年在线游戏的显着优势(即能力扩展,娱乐性和控制乐趣,远程呈现和群体认同)和显着风险(即心理,财务,身体,表现和时间风险)的子维度。感知价值对游戏意图的影响是由满意度来介导的。

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