This study synts the flow literature in computer-mediated environments by systematically reviewing 137 peer-reviewed journal articles published across 23 years. As there is an ongoing debate, concerning the nature of flow, its structure, antecedents and consequences in computer-mediated environments, the need to understand the literature on flow in these environments becomes more relevant. Despite the importance of flow in the delivery of computer-mediated services in computer-mediated environments, little attention has been devoted to evaluating the status of research and consolidating the findings in the literature. This study highlights the complexity surrounding additional content that should be considered by game developers when evaluating additional content.įlow has been regarded as an important phenomenon for understanding and delivering compelling experiences to consumers when using computer-mediated services. Further investigation found peculiar results pertaining to the relationship between motivations and purchase intention. The results indicated that perceived values had no significance in influencing purchase intention however, satisfaction was observed to be a primary influencer of purchase intention. Two constructs - perceived values and motivation - were investigated on the basis that it influences purchase intentions. As behaviors are distinctly driven by intentions, this study employed a modified post-adoption construct in order to test the proposed antecedents of consumers’ intention to purchase. This research looked at the considerable debates amongst gamers and found that most debates surrounding additional content revolved around the value of the product not meeting the proportional expectations of gamers. As there is little to no evidence on how gamers valuate additional content, this paper aims to bridge that gap. As MMORPGs thrive on gamers’ continuation with the game, it is relevant and necessary to identify the influential factors in purchase behaviors in this context. Studies surrounding consumer’s purchase behavior of virtual items in MMORPG were in abundance, but only a few studies have focused on investigating purchase behavior with additional content. The electronic games market is a significantly growing market in the entertainment segment.
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