9th Generation of Videogames and the dimensions that impact their acquisition. How values, risk and switching cost influence the purchase

Detalhes bibliográficos
Autor(a) principal: Nascimento, Mario do Amaral
Data de Publicação: 2022
Outros Autores: Mattoso, Cecília Lima de Queirós, Oriol, Ettore de Carvalho
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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spelling 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)
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instname_str Escola Superior de Propaganda e Marketing (ESPM)
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reponame_str Comunicação, Mídia e Consumo (Online)
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repository.name.fl_str_mv Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM)
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