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        검색결과 2

        1.
        2018.07 구독 인증기관·개인회원 무료
        Casual mobile games (CMG) is one of the three types of game genres with the highest market share in turnover. This type of games can be distinguished from hardcore games in that their play sessions are usually shorter, the rules are simpler and required commitments are less (Engl & Nacke, 2013). Some of the most popular games with these features are, for example, Angry Birds, Candy Crush Saga, and Hearthstone. The retention rate of players is one of the subjects that sparks most interest to the industry since many players abandon the games only a few hours after downloading them. Companies are very interested in knowing what factors influence a player's decision to continue playing and recommending a game to other players, because it is the loyal players who could potentially pay for upgrades, make in-app purchases or attract indirect revenue through advertising (Hsu & Lin, 2016). Although previous research has extensively studied the antecedents of the continuance intention to use online games on PC and video game consoles, few works have tried to understand the factors that drive loyalty in mobile games (MG) (Hamari, Keronen, & Alha, 2015; Shaikh & Karjaluoto, 2015). MG differ from those developed for PCs and game consoles not only because of hardware limitations but also due to software limitations (Kuittinen, Jultima, Niemelä, & Paavilainen, 2007). The technical characteristics of a game influence perceived value (Choe & Schumacher, 2015) and, consequently, loyalty (Chang, 2013, Su, Chiang, Lee, & Chang, 2016). This study examines the antecedents of loyalty towards CMG from the perspectives of perceived value (i.e. hedonic and utilitarian values) (Babin, Darden, & Griffin, 1994; Chang, 2013; Chang et al., 2014; Davis, Lang, & Gautam, 2013). In addition, it explores the moderating effect of intensity of playing, because intensity can mitigate the impact of satisfaction on loyalty (Lu & Wang, 2008). Based on the literature review a research model was proposed and evaluated using survey data of 372 respondents with structural equation modelling (SEM) approach. The results reveal that hedonic value (i.e. perceived enjoyment and perceived attractiveness) and, to a lesser extent, utilitarian value (i.e. effort expectancy and perceived usefulness) are crucial to the player’s loyalty towards a mobile game. Intensity of playing weakens the relationship between perceived usefulness, perceived enjoyment and loyalty intention. Based on the findings, this research has important theoretical and practical implications in understanding the motivations of players to remain loyal to a mobile game and how these motivations vary depending on the intensity of playing.
        2.
        2018.07 구독 인증기관·개인회원 무료
        Increasingly, mobile technology is becoming common in our everyday lives (GFT Technologies, 2016); nevertheless, mobile payments are not one of the most frequently used mobile services (Liébana-Cabanillas, Muñoz-Leiva & Sánchez- Fernández, 2017). Peer-to-peer mobile payment services (P2PM-pay) (also referred to as person-to-person transactions or P2P transactions) allow customers to quickly and easily transfer funds from their bank account or credit card to another individual's account via the internet or a smartphone. Prior studies on payment systems using mobile devices focused on analyzing other types of payment systems, the internal structure and safety protocols for each system, and their adoption by consumers (Ramos-de-Luna, Montoro-Ríos & Liébana-Cabanillas, 2016; Ozturk, Bilgihan, Salehi-Esfahani & Hua, 2017). The aim of this research is to propose a standardized behavioral model of users’ intention to use P2PM-pay. The model has been defined based on a framework involving some of the main theories of technologies adoption from the perspective of social psychology (Fishbein y Ajzen, 1975; Davis, Bagozzi & Warshaw, 1989; Venkatesh & Davis, 2000; Venkatesh & Bala, 2008; Venkatesh, Thong, & Xu, 2012). Based on the literature review and in-depth interviews conducted of professionals from the Fintech (financial technology) sector, the model was structured based on three groups of antecedents (i.e., drivers, inhibitor and psychological dimensions) to explain the intention to use. The model was evaluated using survey data of 701 participants with structural equation modelling (SEM) approach. The proposed model is based on classical technology adoption models but incorporates specific variables from mobile payment systems. It includes a total of eight antecedents of the intention to use the P2PM-pay app. Among these antecedents, three (i.e. perceived usefulness, subjective norms and personal innovativeness) are fundamental to the intention to use, while three others (i.e. individual mobility, perceived risk and perceived trust) have a lesser influence. The results also point out that the relationships of both perceived ease of use and hedonic motivation with the intention to use are not significant. Based on the findings, this research has important theoretical and practical implications in understanding the adoption of P2P mobile payment services.