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A study of player behavior and motivation to purchase Dota 2 virtual in game items

心理学 独创性 社会心理学 广告 业务 创造力
作者
Ezlika M. Ghazali,Hussam Al Halbusi,Fadi Abdel Muniem Abdel Fattah,Md. Uzir Hossain Uzir,Dilip S. Mutum,Foon-Lip Tan
出处
期刊:Kybernetes [Emerald Publishing Limited]
卷期号:52 (6): 1937-1961 被引量:42
标识
DOI:10.1108/k-08-2021-0678
摘要

Purpose The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between flow continuous intention and finally (c) between continuous intention purchase intention of Dota 2. Design/methodology/approach The data were gained from 331 users using Google Forms and posted to respondents on social media platforms and forums such as Facebook and Reddit, as these websites have the closest reach to gamers. Findings The study revealed that enjoyment, skill, challenge and telepresence have a positive effect on flow. Also, the flow was significantly related to purchase intention. The continuous intention has significantly mediated the relationship between flow and purchase intention. Importantly, this study found that the moderating role of buying enjoyment increases the relationship between flow and purchase intention (H7a) and between continuous intention and purchase intention (H7c). In contrast, the moderating role of buying enjoyment on the relationship between flow and continuous intention (H7b) was not supported. Hence, this study sheds a new light on the notable Dota 2 in-game and continuous intention purchase intention of the users. Originality/value In response, this study's main research question can be highlighted on testing how enjoyment, skills, challenge, telepresence, in-game virtual items influence purchasing intention when the enjoyment of buying moderates the proposed relationship? Therefore, this study aims to examine the significant elements like enjoyment, skills, challenge telepresence toward flow, and subsequently, the effect of flow toward purchase intention of Dota 2 in-game through continuous intention as a key mechanism which is urgently needed to minimize the gap in-game virtual items literature. Significantly, this study also intends to explore the contingent role of enjoyment of buying on the relation of flow and purchase intention of Dota-2 in-game, as well as between flow and continuous intention and finally between continuous intention and purchase intention.
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