9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por eng |
Título da fonte: | Comunicação, Mídia e Consumo (Online) |
Texto Completo: | https://revistacmc.espm.br/revistacmc/article/view/2701 |
Resumo: | Playing video games is just fun at first, but this market moves almost 2 trillion dollars a year. However, despite the numbers, there are not many academic studies about this market. In this way, this research intends to expand a little this knowledge, particularly about the influences on the purchase intention of a new video game. There are several theories about the factors that influence it directly or indirectly, in which an adapted model based on the Theory of Consumption Values was used for this study. To adapt the scale, a scan was carried out on the generations of video games, market and particularities of this product, followed by a survey answered by 403 players and analyzed using SEM-PLS. The results showed that utilitarian and hedonic values, as well as switching cost and perceived risk considerably influence purchase intention. |
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9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase9ª Geração de Videogames e as dimensões que impactam a sua aquisição. Como os valores, risco e custo de mudança influenciam o comportamento de compraVideogameIntenção de CompraRisco PercebidoValoresCusto de MudançaJogosVideo GamePurchase IntentValuePerceived RiskCost of ChangeGamesPlaying video games is just fun at first, but this market moves almost 2 trillion dollars a year. However, despite the numbers, there are not many academic studies about this market. In this way, this research intends to expand a little this knowledge, particularly about the influences on the purchase intention of a new video game. There are several theories about the factors that influence it directly or indirectly, in which an adapted model based on the Theory of Consumption Values was used for this study. To adapt the scale, a scan was carried out on the generations of video games, market and particularities of this product, followed by a survey answered by 403 players and analyzed using SEM-PLS. The results showed that utilitarian and hedonic values, as well as switching cost and perceived risk considerably influence purchase intention.Jogar videogame a princípio é só diversão, mas esse mercado movimenta por ano quase 2 trilhões de dólares. Porém, apesar dos números, não são muitos os estudos acadêmicos sobre esse mercado. Desse modo, essa pesquisa pretende ampliar um pouco esse conhecimento, particularmente, sobre as influências na intenção de compra de um videogame novo. Existem diversas teorias sobre os fatores que a influenciam direta, ou indiretamente, no qual para este estudo foi utilizado um modelo adaptado baseado na Theory of Consumption Values. Para adaptação da escala, foi realizada uma varredura sobre as gerações de videogames, mercado e particularidades desse produto, seguida de uma survey respondida por 403 jogadores e analisada por meio de SEM-PLS. Os resultados demonstraram que os valores utilitários e hedônicos, bem como o custo de mudança e risco percebido influenciam consideravelmente a intenção de compra.Escola Superior de Propaganda e Marketing2022-12-22info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfhttps://revistacmc.espm.br/revistacmc/article/view/270110.18568/cmc.v19i56.2701Comunicação Mídia e Consumo; Vol. 19 No. 56 (2022): SETEMBRO/DEZEMBROComunicação Mídia e Consumo; Vol. 19 Núm. 56 (2022): SETEMBRO/DEZEMBROComunicação Mídia e Consumo; v. 19 n. 56 (2022): SETEMBRO/DEZEMBRO1983-707010.18568/cmc.v19i56reponame:Comunicação, Mídia e Consumo (Online)instname:Escola Superior de Propaganda e Marketing (ESPM)instacron:ESPMporenghttps://revistacmc.espm.br/revistacmc/article/view/2701/1192https://revistacmc.espm.br/revistacmc/article/view/2701/1199Copyright (c) 2022 Comunicação Mídia e Consumoinfo:eu-repo/semantics/openAccessNascimento, Mario do AmaralMattoso, Cecília Lima de QueirósOriol, Ettore de Carvalho2022-12-23T20:31:41Zoai:ojs.revistacmc.espm.br:article/2701Revistahttps://revistacmc.espm.br/revistacmc/oaiPRIhttp://revistacmc.espm.br/index.php/revistacmc/oaithoff@espm.br||revistacmc@espm.br1983-70701806-4981opendoar:2022-12-23T20:31:41Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM)false |
dc.title.none.fl_str_mv |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase 9ª Geração de Videogames e as dimensões que impactam a sua aquisição. Como os valores, risco e custo de mudança influenciam o comportamento de compra |
title |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase |
spellingShingle |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase Nascimento, Mario do Amaral Videogame Intenção de Compra Risco Percebido Valores Custo de Mudança Jogos Video Game Purchase Intent Value Perceived Risk Cost of Change Games |
title_short |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase |
title_full |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase |
title_fullStr |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase |
title_full_unstemmed |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase |
title_sort |
9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase |
author |
Nascimento, Mario do Amaral |
author_facet |
Nascimento, Mario do Amaral Mattoso, Cecília Lima de Queirós Oriol, Ettore de Carvalho |
author_role |
author |
author2 |
Mattoso, Cecília Lima de Queirós Oriol, Ettore de Carvalho |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Nascimento, Mario do Amaral Mattoso, Cecília Lima de Queirós Oriol, Ettore de Carvalho |
dc.subject.por.fl_str_mv |
Videogame Intenção de Compra Risco Percebido Valores Custo de Mudança Jogos Video Game Purchase Intent Value Perceived Risk Cost of Change Games |
topic |
Videogame Intenção de Compra Risco Percebido Valores Custo de Mudança Jogos Video Game Purchase Intent Value Perceived Risk Cost of Change Games |
description |
Playing video games is just fun at first, but this market moves almost 2 trillion dollars a year. However, despite the numbers, there are not many academic studies about this market. In this way, this research intends to expand a little this knowledge, particularly about the influences on the purchase intention of a new video game. There are several theories about the factors that influence it directly or indirectly, in which an adapted model based on the Theory of Consumption Values was used for this study. To adapt the scale, a scan was carried out on the generations of video games, market and particularities of this product, followed by a survey answered by 403 players and analyzed using SEM-PLS. The results showed that utilitarian and hedonic values, as well as switching cost and perceived risk considerably influence purchase intention. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-12-22 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistacmc.espm.br/revistacmc/article/view/2701 10.18568/cmc.v19i56.2701 |
url |
https://revistacmc.espm.br/revistacmc/article/view/2701 |
identifier_str_mv |
10.18568/cmc.v19i56.2701 |
dc.language.iso.fl_str_mv |
por eng |
language |
por eng |
dc.relation.none.fl_str_mv |
https://revistacmc.espm.br/revistacmc/article/view/2701/1192 https://revistacmc.espm.br/revistacmc/article/view/2701/1199 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2022 Comunicação Mídia e Consumo info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2022 Comunicação Mídia e Consumo |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf application/pdf |
dc.publisher.none.fl_str_mv |
Escola Superior de Propaganda e Marketing |
publisher.none.fl_str_mv |
Escola Superior de Propaganda e Marketing |
dc.source.none.fl_str_mv |
Comunicação Mídia e Consumo; Vol. 19 No. 56 (2022): SETEMBRO/DEZEMBRO Comunicação Mídia e Consumo; Vol. 19 Núm. 56 (2022): SETEMBRO/DEZEMBRO Comunicação Mídia e Consumo; v. 19 n. 56 (2022): SETEMBRO/DEZEMBRO 1983-7070 10.18568/cmc.v19i56 reponame:Comunicação, Mídia e Consumo (Online) instname:Escola Superior de Propaganda e Marketing (ESPM) instacron:ESPM |
instname_str |
Escola Superior de Propaganda e Marketing (ESPM) |
instacron_str |
ESPM |
institution |
ESPM |
reponame_str |
Comunicação, Mídia e Consumo (Online) |
collection |
Comunicação, Mídia e Consumo (Online) |
repository.name.fl_str_mv |
Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM) |
repository.mail.fl_str_mv |
thoff@espm.br||revistacmc@espm.br |
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1793890300998975488 |