Consumer behavior of electronic games' players: a study on the intentions to play and to pay

Detalhes bibliográficos
Autor(a) principal: Souza,Lucas Lopes Ferreira de
Data de Publicação: 2017
Outros Autores: Freitas,Ana Augusta Ferreira de
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Revista de Administração (São Paulo)
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0080-21072017000400419
Resumo: Abstract The electronic games market is one of the most profitable in the leisure segment, having surpassed the film industry. In terms of profitability, it is ranked as eleventh in the world and first in Latin America. Despite its relevance, there is little information about the reasons that lead consumers to play. This paper examined which attributes of the games influence consumers to play and pay for them. The methodology was a field research survey conducted with 600 electronic games' players, and structural equation modeling was used to test the model. The results indicate that the constructs challenge, diversion, fun, fantasy and social interaction influence the intention to play and pay for games, while the construct competition has a negative effect on the intention to play. No significant causalities were found, regarding the constructs time flexibility and arousal, on the intention to play. Furthermore, we also observed that motivations that had the highest impact were fun, challenge and fantasy, attributes that should be considered by game developers and industry.
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spelling Consumer behavior of electronic games' players: a study on the intentions to play and to payElectronic games marketIntention to playIntention to payStructural equations modelingAbstract The electronic games market is one of the most profitable in the leisure segment, having surpassed the film industry. In terms of profitability, it is ranked as eleventh in the world and first in Latin America. Despite its relevance, there is little information about the reasons that lead consumers to play. This paper examined which attributes of the games influence consumers to play and pay for them. The methodology was a field research survey conducted with 600 electronic games' players, and structural equation modeling was used to test the model. The results indicate that the constructs challenge, diversion, fun, fantasy and social interaction influence the intention to play and pay for games, while the construct competition has a negative effect on the intention to play. No significant causalities were found, regarding the constructs time flexibility and arousal, on the intention to play. Furthermore, we also observed that motivations that had the highest impact were fun, challenge and fantasy, attributes that should be considered by game developers and industry.Departamento de Administração da Faculdade de Economia, Administração e Contabilidade da Universidade de São Paulo2017-12-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0080-21072017000400419Revista de Administração (São Paulo) v.52 n.4 2017reponame:Revista de Administração (São Paulo)instname:Universidade de São Paulo (USP)instacron:USP10.1016/j.rausp.2017.08.004info:eu-repo/semantics/openAccessSouza,Lucas Lopes Ferreira deFreitas,Ana Augusta Ferreira deeng2017-11-27T00:00:00Zoai:scielo:S0080-21072017000400419Revistahttp://rausp.usp.br/PUBhttps://old.scielo.br/oai/scielo-oai.phprausp@usp.br||reinhard@usp.br1984-61420080-2107opendoar:2017-11-27T00:00Revista de Administração (São Paulo) - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Consumer behavior of electronic games' players: a study on the intentions to play and to pay
title Consumer behavior of electronic games' players: a study on the intentions to play and to pay
spellingShingle Consumer behavior of electronic games' players: a study on the intentions to play and to pay
Souza,Lucas Lopes Ferreira de
Electronic games market
Intention to play
Intention to pay
Structural equations modeling
title_short Consumer behavior of electronic games' players: a study on the intentions to play and to pay
title_full Consumer behavior of electronic games' players: a study on the intentions to play and to pay
title_fullStr Consumer behavior of electronic games' players: a study on the intentions to play and to pay
title_full_unstemmed Consumer behavior of electronic games' players: a study on the intentions to play and to pay
title_sort Consumer behavior of electronic games' players: a study on the intentions to play and to pay
author Souza,Lucas Lopes Ferreira de
author_facet Souza,Lucas Lopes Ferreira de
Freitas,Ana Augusta Ferreira de
author_role author
author2 Freitas,Ana Augusta Ferreira de
author2_role author
dc.contributor.author.fl_str_mv Souza,Lucas Lopes Ferreira de
Freitas,Ana Augusta Ferreira de
dc.subject.por.fl_str_mv Electronic games market
Intention to play
Intention to pay
Structural equations modeling
topic Electronic games market
Intention to play
Intention to pay
Structural equations modeling
description Abstract The electronic games market is one of the most profitable in the leisure segment, having surpassed the film industry. In terms of profitability, it is ranked as eleventh in the world and first in Latin America. Despite its relevance, there is little information about the reasons that lead consumers to play. This paper examined which attributes of the games influence consumers to play and pay for them. The methodology was a field research survey conducted with 600 electronic games' players, and structural equation modeling was used to test the model. The results indicate that the constructs challenge, diversion, fun, fantasy and social interaction influence the intention to play and pay for games, while the construct competition has a negative effect on the intention to play. No significant causalities were found, regarding the constructs time flexibility and arousal, on the intention to play. Furthermore, we also observed that motivations that had the highest impact were fun, challenge and fantasy, attributes that should be considered by game developers and industry.
publishDate 2017
dc.date.none.fl_str_mv 2017-12-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0080-21072017000400419
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 10.1016/j.rausp.2017.08.004
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv text/html
dc.publisher.none.fl_str_mv Departamento de Administração da Faculdade de Economia, Administração e Contabilidade da Universidade de São Paulo
publisher.none.fl_str_mv Departamento de Administração da Faculdade de Economia, Administração e Contabilidade da Universidade de São Paulo
dc.source.none.fl_str_mv Revista de Administração (São Paulo) v.52 n.4 2017
reponame:Revista de Administração (São Paulo)
instname:Universidade de São Paulo (USP)
instacron:USP
instname_str Universidade de São Paulo (USP)
instacron_str USP
institution USP
reponame_str Revista de Administração (São Paulo)
collection Revista de Administração (São Paulo)
repository.name.fl_str_mv Revista de Administração (São Paulo) - Universidade de São Paulo (USP)
repository.mail.fl_str_mv rausp@usp.br||reinhard@usp.br
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