Consumer behavior of electronic games' players: a study on the intentions to play and to pay
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Data de Publicação: | 2017 |
Outros Autores: | |
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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Revista de Administração (São Paulo) |
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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 |
url |
http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0080-21072017000400419 |
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 |
_version_ |
1748936717290700800 |