A model for evaluating online game players: a study of enjoyment, interaction, flow experience, and motivation towards attitude and intention behavior in China
A model for evaluating online game players: a study of enjoyment, interaction, flow experience, and motivation towards attitude and intention behavior in China
au.link.externalLink | [Full Text] (http://www.assumptionjournal.au.edu/index.php/icesde/article/view/5014/3036) | |
dc.contributor.author | Wang, Yongshi | |
dc.contributor.author | Sirion Chaipoopirutana | |
dc.date.accessioned | 2021-07-05T02:06:22Z | |
dc.date.available | 2021-07-05T02:06:22Z | |
dc.date.issued | 2020 | |
dc.description.abstract | The purpose of this research is to findthe factors that affect Chineseonlinegameplayers. Thevariablesof this studyare human-game interaction, utilitarian motivation, hedonic motivation, flow experience, perceived enjoyment, attitude, and intention. By studying these variables, to understand the needs of Chinese online players, and to promote the development of online games. The researchers observed these variables and developedfour hypotheses to determine the influencing factorstowards attitude and intention behavior. The researchers focused on Chinese online game players who play"League of Legends". The researchers collected the data from 320respondents by usinga questionnaire surveythroughtwo large-scale communication platforms in China. The first platform is the official forum of "League of Legends" in China, and the second platform“QQ” whichis the mostpopulargame social softwarein China. The researchers used convenience sampling and judgmental sampling to collect the data. Moreover,descriptive statisticsis usedto provide average and demographic percentages.Besides, the researchers use inferential statistics to test the hypotheses.All data areanalyzed using statisticalsoftware, and linear regression analysis such asmultiple linear regression to find the most significant factors affecting players’ attitudes and intentions. The results showedthat human-game interaction has a significant positive correlation with utilitarian motivation and hedonic motivation. Utilitarian motivation, hedonic motivation, flow experience, and perceived enjoyment have a positive impact on the player’s attitude. However, flow experience, perceived enjoyment, and attitude have no influence on the intentions of online player. | en_US |
dc.format.extent | 19 pages | en_US |
dc.format.mimetype | application/pdf | en_US |
dc.identifier.citation | AU Virtual International Conference Entrepreneurship and Sustainability in the Digital Era Vol. 1 No. 1 (2020), 25-43 | en_US |
dc.identifier.uri | https://repository.au.edu/handle/6623004553/24879 | |
dc.language.iso | eng | en_US |
dc.publisher | Assumption University Press | en_US |
dc.rights | This work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner. | en_US |
dc.rights.holder | Assumption University | en_US |
dc.subject | Enjoyment | en_US |
dc.subject | Interaction | en_US |
dc.subject | Flow experience | en_US |
dc.subject | Motivation | en_US |
dc.subject | Attitude | en_US |
dc.subject | Intention | en_US |
dc.subject.other | AU Virtual International Conference Entrepreneurship and Sustainability in the Digital Era | en_US |
dc.subject.other | AU Virtual International Conference Entrepreneurship and Sustainability in the Digital Era -- 2020 | en_US |
dc.title | A model for evaluating online game players: a study of enjoyment, interaction, flow experience, and motivation towards attitude and intention behavior in China | en_US |
dc.type | Text | en_US |
mods.genre | Journal Article | en_US |
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