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Users' In-Game Purchase Intention: The Effects of Flow Experience and Satisfaction

机译:用户在游戏中购买意图:流动体验和满足的影响

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摘要

During the recent times, the majority of the mobile game revenue comes from in-game features/products. In the recent past, many studies were conducted to study the factors affecting mobile game adoption. However, research on the factors driving purchase of virtual goods during mobile gaming is scarce. This study with the foundation on flow theory and theory of consumption values aimed at studying the interrelationships among the constructs to know the mobile game users' in-game purchase intention. A 10-factor research model was developed and tested empirically. For this, data were obtained from 367 high school and college students. Structural equation modelling with the aid of AMOS software was used to analyse the data. Users' gaming flow experience and satisfaction were found to exert a positive effect on intention to buy mobile in-game items. In addition, the study offers academic and practical implications of the variables affecting the decision-making behaviour of mobile gamers. Further avenues applicable for future research were also discussed in the concluding literature.
机译:在近期,大多数手机游戏收入来自游戏中的功能/产品。最近,进行了许多研究以研究影响移动游戏采用的因素。然而,对移动游戏期间推动虚拟商品购买的因素的研究是稀缺的。本研究与流动理论基础和消费价值理论旨在研究构建体中的相互关系了解移动游戏用户的游戏中的购买意图。一个10因素的研究模型是经验和测试的。为此,从367名高中和大学生获得数据。使用AMOS软件的结构方程建模用于分析数据。发现用户的游戏流体验和满足感对购买游戏内物品的意图发挥积极影响。此外,该研究还提供影响移动游戏玩家决策行为的变量的学术和实际意义。在结论文学中还讨论了适用于未来研究的其他途径。

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