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Determinants of intention to play Pokémon Go

This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two consumer groups. A sample of 474 (215 PG non-pla...

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Detalles Bibliográficos
Autor principal: Thongmak, Mathupayas
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7753125/
https://www.ncbi.nlm.nih.gov/pubmed/33364473
http://dx.doi.org/10.1016/j.heliyon.2020.e03895
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author Thongmak, Mathupayas
author_facet Thongmak, Mathupayas
author_sort Thongmak, Mathupayas
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description This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two consumer groups. A sample of 474 (215 PG non-players and 259 PG players) was collected and analysed. Game aesthetics increase all perceived values of both groups. Game aesthetics and innovativeness have no direct impact on gamers' intention to play. Emotional value and functional value are crucial for their behavioural intention. Social value is important for non-players, while conditional value influences players' intentions. This study contributes to the expansion of the TCV in mobile location-based AR game adoption and reveals the insights of players' and non-players’ value perceptions. It is one of the first studies investigating the TCV factors, antecedents, and consequence in the mobile AR game literature.
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spelling pubmed-77531252020-12-23 Determinants of intention to play Pokémon Go Thongmak, Mathupayas Heliyon Research Article This paper examines the influence of personal and game factors on gamers' perceived values, drawing from the Theory of Consumption Value (TCV), explores the impacts of values on the Pokémon Go (PG) adoption, and identifies differences between two consumer groups. A sample of 474 (215 PG non-players and 259 PG players) was collected and analysed. Game aesthetics increase all perceived values of both groups. Game aesthetics and innovativeness have no direct impact on gamers' intention to play. Emotional value and functional value are crucial for their behavioural intention. Social value is important for non-players, while conditional value influences players' intentions. This study contributes to the expansion of the TCV in mobile location-based AR game adoption and reveals the insights of players' and non-players’ value perceptions. It is one of the first studies investigating the TCV factors, antecedents, and consequence in the mobile AR game literature. Elsevier 2020-12-18 /pmc/articles/PMC7753125/ /pubmed/33364473 http://dx.doi.org/10.1016/j.heliyon.2020.e03895 Text en © 2020 The Author(s) http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Research Article
Thongmak, Mathupayas
Determinants of intention to play Pokémon Go
title Determinants of intention to play Pokémon Go
title_full Determinants of intention to play Pokémon Go
title_fullStr Determinants of intention to play Pokémon Go
title_full_unstemmed Determinants of intention to play Pokémon Go
title_short Determinants of intention to play Pokémon Go
title_sort determinants of intention to play pokémon go
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7753125/
https://www.ncbi.nlm.nih.gov/pubmed/33364473
http://dx.doi.org/10.1016/j.heliyon.2020.e03895
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