2015 48th Hawaii International Conference on System Sciences Why Do People Play Games? A Review of Studies on Adoption and Use Juho Hamari Game Research Lab School of Information Sciences University of Tampere [email protected] Lauri Keronen Game Research Lab School of Information Sciences University of Tampere [email protected] Abstract Kati Alha Game Research Lab School of Information Sciences University of Tampere [email protected] relevant repository for studies within the disciplines where literature on why people adopt and use different technologies is being published. Moreover, Scopus also lists ACM and IEEE libraries among others. The literature searches in Scopus were conducted using the following string: “TITLE-ABS-KEY(("use continuance" OR "continued use" OR "continue using" OR adoption OR acceptance OR "technology adoption" OR "technology acceptance" OR "use intention" OR "intention" OR loyalty) AND (mmo* OR "video game" OR "online game" OR "on-line game" OR "mobile game" OR "social network game")) AND (LIMIT-TO(SUBJAREA, "COMP") OR LIMIT-TO(SUBJAREA, "SOCI") OR LIMIT-TO(SUBJAREA, "ENGI") OR LIMITTO(SUBJAREA, "BUSI") OR LIMIT-TO(SUBJAREA, "PSYC") OR LIMIT-TO(SUBJAREA, "ARTS") OR LIMIT-TO(SUBJAREA, "DECI") OR LIMITTO(SUBJAREA, "ECON")”. As can be seen from the search string, we decided to exclude natural and medical sciences. These areas led to hundreds of false positives. The search was targeted to the meta-data of papers (title, abstract and keywords) rather than the entire text. This search resulted in 435 entries. This paper reviews empirical literature on adoption/acceptance, continued use as well loyalty in the context of games. The study reviews dependent variables, independent variables, coefficients between independent and dependent variables, used methodologies as well as types of games covered in the reviewed literature. 1. Introduction During the last decade games have become an established vein of entertainment, consumer culture, and essentially, a common part of people’s daily lives [23][30]. With the increased penetration of games, also the ways in which people play and employ games have become more varied. The long-tail is getting longer: there are more different kinds of games available for multitude of different platforms that cater for differing gaming needs [14][19][28][29] for widening audiences [5][6][7][15][17][18][20][23][26][27][28] and which use a wide variety of business models [10][13]. Especially the free-to-play revenue model [2][21][24], which enables developers to offer major parts of the game for free, has further fed into this development. Moreover, games are also increasingly used for instrumental purposes (‘gamification’) [8][9][11][12][16][22]. Due to this divergence, questions such as why people play games are especially timely. Even though the topic has been studied widely, the current body of literature seems scattered. It is important to look back and review what we currently know about why people adopt games, keep playing them and what makes people loyal to certain games. The purpose of this study is to review past literature pertaining to these aspects. 2. Procedure The search procedure was undertaken in Scopus database which (according to Scopus) is the largest database of scholarly literature. Scopus is also the most 1530-1605/15 $31.00 © 2015 IEEE DOI 10.1109/HICSS.2015.428 Figure 1: Procedure 3559 Next, the 435 entries were inspected to determine Analysis of the selected studies was a two-stage whether they were 1) duplicates (for example, an process following the guidelines from Webster and earlier version of a paper later published as an Watson [25]. The first step is an author-centric analysis extended study), 2) a full research paper (full in which studies are listed in a table, one per row. proceedings, entire books or extended abstracts were Selected details from the papers are entered in not included) 3) on games, 4) on use, adoption, loyalty columns. For this review, the details included 1) the or other use-related topic, 5) empirical and reference, 2) the context of the study (the game) 3) quantitative. Furthermore, 10 entries were not analysis methods, 4) sample size, 5) the dependent accessible. For quality reasons, 13 papers that variable(s), 6) independent variables, 7) all coefficients otherwise fit the scope were omitted. Main reasons for between all variables in the model(s), and 8) effect these omissions were insufficiently reported results, sizes. The second stage within the literature review non-comparable methodology, and non-standardized framework is a concept-centric approach. In this step, coefficients. In the end, the data included 66 research the author-centric analysis was pivoted and coded articles. All the studies are listed in Table 1 in (with some abstraction to connect related papers under alphabetical order. The sample sizes varied from 40 to a given category) into concept-centric frequency tables. 2861 with an average of 429. The articles had been These tables are reported as the results of this review in published between 2004 and 2014. the next section of the paper. The means of the Studies that contain more than one measurement coefficients were weighted by sample size. model are marked with “a/b/n”. Papers with several models commonly either did multi-group analyses based on, for example, age or gender, or the study tested different model structures. Table 1: Included studies ID a1 a2 a3 a4 a5 a6 a7 a8 a9a/b a10 a11 a12 a13 a14 a15 a16 a17 a18 a19 a20a/b a21 a22 a23 a24 a25 a26 a27 a28 a29 a30 a31 a32 a33a/b/c Reference Bourgonjon et al., 2009 Chang et al., 2006 Chang, 2013 Chang et al., 2014 Chang et al., 2008 Chang et al., 2011 Chen and Kuan, 2012 Chen, 2010 Choi et al., 2007 Choi and Kim, 2004 Hartmann et al., 2012 Hong and Tai, 2011 Hong et al., 2011 Hsiao and Chiou, 2012 Hsiao and Chiou, 2012 Hsu and Lu, 2007 Hsu and Lu, 2004 Hu and Liu, 2010 Huang and Hsieh, 2011 Hwang et al., 2013 Hwang et al., 2011 Jo et al., 2011 Jung et al., 2014 Kim et al., 2010 Kim et al., 2014 Koo, 2009 Kwak et al., 2012 Lee et al., 2012 Lee, 2009 Liang and Yeh, 2011 Lin and Bhattacherjee, 2010 Lin and Chiang, 2013 Lin et al., 2008 n 858 201 358 166 160 135 610 1418 40/46 1993 351 200 112 347 347 356 233 267 251 116/108 122 187 246 325 119 576 328 324 628 390 485 303 501/340/161 ID a34 a35 a36 a37 a38a/b/c/d a39 a40 a41 a42 a43 a44 a45 a46 a47 a48 a49 a50 a51 a52a/b a53 a54 a55 a56 a57 a58 a59 a60 a61 a62 a63 a64 a65 a66 3560 Reference Liu and Li, 2011 Lu et al., 2014 Lu and Wang, 2008 Okazaki et al., 2008 Okazaki et al., 2007 Park et al., 2014 Petrova and Qu, 2007 Plass et al., 2013 Shin and Shin, 2011 Shin, 2010 Teng and Chen, 2014 Teng, 2013 Teng et al., 2012 Teng et al., 2012 Teng, 2010 Tseng and Wang, 2012 Wang and Yang, 2009 Wang, 2014 Wang and Wang, 2008 Wang et al., 2009 Wei and Lu, 2014 Wu and Holsapple, 2014 Wu and Li, 2007 Wu et al., 2010 Xiang et al., 2005 Xie and Zhang, 2011 Yang et al., 2009 Yoon et al., 2013 Yoon et al., 2005 Zhang et al., 2010 Zhao and Fang, 2009 Zhou, 2013 Zhu et al., 2012 n 267 62 1186 432 100/165/181/153 1409 96 58 280 312 546 2861 767 994 865 490 619 411 154/127 279 237 443 253 337 437 378 877 244 1011 109 315 231 319 3. Findings 3.2. Dependent variables Table 4: Dependent variable names 3.1. Game types Dependent variable Behavioral Intention Table 2 presents the game types investigated in the reviewed studies. Most studies referred to online games when describing the type of games investigated in the study, although obviously, the category is rather large. In 13 studies mobile games were investigated. MMO games (Massively Multiplayer Online Games) were examined in 11 studies. This category includes a few variations: MMO, MMOG and MMORPG which commonly refer to similar games. MMOs are commonly based on a persistent multi-user virtual worlds with role-playing elements. Social games (investigated in 5 studies) refer to games commonly playable in social networking services. The studies rarely investigated a particular game but rather referred to a category of games. Loyalty Intention to Play Intention Continuance Intention Gamer Loyalty Behavior Behavioral Intention to Use Customer Loyalty Intention to Play Online Games Intention to Use Online Game Loyalty Actual Reuse Behavior Adoption Behavioral Intention of Use CAM-RPG Behavioral Intention to Play Behavioral Intention to Use Continuance Motivation Continuance Intention to Play the MMOG Continuance Intention to Use Social Network Games Continued Use Early Adoption Exergaming Intention Future Game Intentions: Recommendation Future Game Intentions: Reengagement Intention of Use Intention to Play an Online Game Intention to Play Mobile Games Intention to Play New Online Games Interest in Playing an Online Game MMOG Continuance Intention Online Loyalty Playing Frequency Playing Intention Usage Usage Intention Usage Intentions Video Game Use Table 2: Game types Type Online Mobile MMOG Education Social General Sport Exergame Violent Study a2 a4 a8 a10 a16 a17 a22 a26 a29 a31 a32 a33 a44 a45 a46 a47 a48 a49 a52 a55 a56 a57 a58 a59 a60 a61 a63 a64 a66 a7 a18 a24 a30 a34 a35 a37 a38 a39 a40 a54 a62 a65 a5 a6 a9 a14 a15 a19 a23 a36 a43 a51 a53 a1 a12 a13 a20 a21 a41 a3 a28 a39 a42 a54 a11 a27 a25 a50 n 29 13 11 6 5 1 1 1 1 Structural equation modelling was clearly the most popular methodology. Total of 58 studies employed either the covariance-based SEM (45) or Partial Least Squares SEM (13). Rest of the methods were in clear minority. Common regression analyses were employed in 6 studies. See Table 3. Table 3: Analysis methods Method CB-SEM PLS-SEM Regression ANOVA Unknown SEM HLM Study a1 a3 a5 a6 a7 a8 a10 a12 a14 a15 a16 a17 a19 a23 a24 a26 a27 a29 a31 a32 a33 a34 a37 a38 a39 a42 a43 a44 a45 a46 a47 a48 a50 a51 a52 a53 a58 a59 a60 a61 a62 a64 a65 a66 a4 a9 a13 a18 a21 a22 a30 a36 a54 a55 a56 a57 a63 a2 a11 a28 a35 a40 a49 a25 n a20 1 a41 1 45 13 6 1 3561 Study a1 a7 a13 a20 a34 a50 a52 a53 a55 a63 a5 a16 a22 a27 a33 a36 a43 a45 a47 a9 a28 a37 a38 a54 a59 a64 a18 a26 a29 a42 a43 a4 a30 a46 a6 a44 a48 a29 a42 a32 a62 a10 a58 a56 a61 a39 a40 a19 a64 a49 a2 a35 n 10 a23 a12 a57 a15 1 1 1 1 a3 1 a2 a2 25 a41 1 1 1 1 a41 1 a66 a17 1 1 a24 a51 1 1 a21 1 a14 a60 a8 a8 a55 a31 a65 a11 1 1 1 1 1 1 1 1 9 7 5 3 3 2 2 2 2 2 2 1 1 1 The studies used different names for the dependent variables (Table 4). Most of the variables consisted of psychometric measurement pertaining to behavioral intention to use, continue using or play. Most studies had adapted the respective measurement instruments originating from technology acceptance model or theories of reasoned action or planned behavior. predictor. This is not surprising given its established role as the main predictor in related theoretical frameworks (see Table 5) as well as the fact that, in addition to subjective norm, it is the only variable in the model that directly predicts use intentions. 3.3. Path between independent and dependent variables This paper presented an overview of studies (66 studies – Table 1) that have examined the adoption, continued use and loyalty in the context of games. The purpose of the review was to look back and provide an overview of what has been done in the area of adoption, use continuance and loyalty in research on games. As a brief review study, this paper focused solely on independent variables that directly predict use (Table 5), dependent variables (Table 3), methods (Table 3), investigated games (Table 2), as well as on the direct relationships between the direct predictor variables and the dependent variables (Table 5). However, future comprehensive efforts should also more holistically take into account the different levels of the path models. Furthermore, future work should attempt to discern results of the reviewed studies per game genres and types. In this literature review it was apparent and expected that technology acceptance model [3], theory of reasoned action [4] and theory of planned behavior [1] formed the core of the research models in most studies. Aside from the core variables, such variables as perceived enjoyment, playfulness and flow were very often used to predict use (see Table 4). These notions suggest that while the core of the body of literature is rather homogenous with respect to theoretical backgrounds, the studies were also quite scattered with respect to other independent variables. As is commonplace with models heavily reliant on established theoretical frameworks, the independent variables based on them, such as attitude, subjective norms, perceived enjoyment, flow and playfulness, are relatively strong predictors for adoption and use. In addition to this quite clear core of studies, there is a rather long tail of variables that may have been tested in only one study which makes it difficult to draw conclusive conclusions based on them. Moreover, what is striking is that so few studies measure or use attributes of games as independent variables in predicting use. 4. Discussion The relationships of the independent variables and dependent variables are reported in Table 5. The table has been arranged in descending order by frequency. Both the TAM model and the TRA/TPB theories feature the relationship between attitude and behavioral intentions. Additionally, the models based on TAM commonly examine the relationship between ease of use, perceived usefulness and intentions whereas the TRA/TPB-based models employ normative factors, such as subjective norms or social influence. This explains why the frequency of these specific factors is high in the reviewed literature. The common relationship of attitude and intention is the most measured relationship (in 29 studies). The second most common independent variable was subjective norm, derived from the TRA/TPB theories, which appears in 24 studies. The third most frequently measured independent variables were perceived enjoyment and flow (in 15 studies). However, a variety of other similar factors related to intrinsic motivations and hedonic experiences were also measured across studies. Perceived usefulness was measured in 14 studies even though games are commonly regarded as utilitarian information systems whereas playing entertainment-related games is commonly considered a self-purposeful activity. Perceived usefulness has the most conflicting effect on use, as evidenced by the deviation of the results across studies. A couple of studies provided very strong positive effects, but expectedly, in many studies the relationship between perceived usefulness and use was also insignificant and the mean of the coefficient across studies was clearly smaller when compared to, for example, enjoyment. In addition, perceived playfulness was fairly often used to predict use (in 5 studies). Based on these observations (Table 5), we can conclude that the reviewed literature is surprisingly homogenous with respect to the core of the measurement models. From the most commonly measured independent variables, based on the results, attitude (0.61), flow (0.48), satisfaction (0.47), perceived enjoyment (0.37) and perceived playfulness (0.4) were the strongest predictors for use (based on weighted means of the coefficients). Attitude was clearly the strongest 3562 Table 5. Coefficients. n 29 24 15 15 14 7 5 5 4 4 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Education level 1 -0.07 Playing intensity 1 0.16 Whether Anxiety Helps 1 0.31 Whether Degree of Anxiety Lower 1 0.16 Independent Variable Intention Habit Addictive Tendency Gender Perceived Friendship Consumer Satisfaction n 8 2 2 1 1 1 min 0.17 -0.13 0.06 0.00 -0.30 0.32 0.02 0.16 0.16 0.01 0.47 0.20 0.19 0.13 -0.33 0.04 0.03 0.13 0.54 0.21 0.23 0.13 0.07 0.48 0.63 min 0.26 0.41 0.45 max 1.01 0.69 0.86 1.21 0.83 0.68 0.47 0.34 0.23 0.60 0.52 0.27 0.41 0.50 -0.04 0.46 0.20 0.31 0.71 0.46 0.29 0.23 0.13 0.64 0.89 Intentions mean w-mean 0.61 0.61 0.21 0.18 0.35 0.48 0.37 0.37 0.17 0.20 0.46 0.47 0.27 0.22 0.22 0.20 0.21 0.21 0.19 0.15 0.50 0.50 0.24 0.24 0.27 0.29 0.31 0.27 -0.18 -0.17 0.26 0.28 0.13 0.13 0.22 0.17 0.63 0.62 0.34 0.25 0.26 0.26 0.18 0.18 0.10 0.10 0.56 0.56 0.76 0.76 0.17 0.44 0.36 0.39 0.48 0.84 0.13 0.10 0.11 0.13 0.23 0.11 -0.04 0.75 0.06 0.34 0.12 0.05 Independent Variable Attitude Subjective Norm Flow Perceived Enjoyment Perceived Usefulness Satisfaction Perceived Playfulness Perceived Ease of Use Critical Mass Challenge Hedonic Outcome Expectations Utilitarian Outcome Expectations Escapism Commitment Computer Anxiety Computer Self-Efficacy Perceived Sacrifice Experience Intention to Trade Perceived Behavioral Control Entertainment Gender User Interface Embodiment Competitive Play Collaborative Play Usefulness-process Usefulness-product Belonging / Cohesion Reputation Interaction Optimal Experience Positive Self-Worth Negative Self-Worth Parenting Style Community Trust Social Value Average Playtime Perceived Cohesion Customer Preference Sociality Control Interactivity Age max 0.55 0.62 0.50 Actual use mean w-mean 0.40 0.42 0.52 0.52 0.48 0.48 -0.24 0.07 0.03 Involvement 1 0.15 Corporate Activities 1 0.03 sd 0.25 0.20 0.25 0.28 0.32 0.15 0.17 0.07 0.03 0.28 0.03 0.04 0.13 0.19 0.14 0.21 0.09 0.13 0.12 0.18 0.04 0.07 0.04 0.11 0.18 sd 0.10 0.15 0.04 * For rows with only a single study, “mean” refers to the single coefficient in the study 3563 Independent Variable Perceived Co-presence Concentration Epistemic Curiosity Social Affiliation Skill Hedonic Attitude Social Interaction Self-Presentation Use Context Cognitive Concentration Online Game Addiction Perceived Expressiveness Perceived Security Compliance to Team Norms Social Need Satisfaction Commitment to Virtual Community Anger Interdependence Customization Immersion Satisfaction Income Years of Experience Weekly Hours Physical Aggression Thrill Seeking Perceived Risk Perceived Trialability Perceived Process Control Network Externalities Individual Gratifications Time Flexibility Arousal Gratifications Service Mechanisms Involveance of Virtual Community Perceived Value Self-Esteem Self-Efficacy Extraversion Online Satisfaction Cognitive Absorption Usage Cost Social Influence Flow X Utilitarian Outcome Expectations Flow X Hedonic Outcome Expectations Online Game Addiction X Satisfaction Probability of Overcoming Challenge X Challenge Time to Overcome Challenge X Challenge n mean 1 0.38 1 0.03 1 0.06 1 0.13 1 0.36 1 0.42 1 -0.01 1 0.17 1 0.21 1 0.15 1 0.15 1 0.43 1 0.62 1 0.35 1 0.30 1 0.06 1 -0.50 1 0.09 1 0.28 1 0.25 1 0.04 1 0.00 1 0.07 1 0.24 1 0.14 1 -0.22 1 0.24 1 0.59 1 0.19 1 0.53 1 0.16 1 0.13 1 0.35 1 0.25 1 0.30 1 0.15 1 0.19 1 0.28 1 -0.16 1 0.92 1 0.29 1 0.28 1 -0.20 Independent Variable Seniority of Playing Online Games Online Game Genre Joining Guilds Habit X Intention Addictive Tendency X Intention Consumer Satisfaction X Involvement Consumer Satisfaction X Corporate Activities n mean 1 0.15 1 -0.04 1 0.49 1 0.01 1 0.02 -0.06 1 1 0.46 1 0.49 1 -0.16 1 0.00 1 0.02 1 0.07 though it can be regarded as one the most important metrics when the study is interested in how much of the variance was explained by the independent variables. 2) A few studies reported un-standardized coefficients which hinders the comparisons between studies. 3) Some studies did not report coefficients that were found to be non-significant. 4) Almost no studies have investigated how different aspects of games predict use. Instead, a clear majority of studies focus on psychological factors heavily relying on established frameworks in technology adoption. 5) When studies assume (based on TAM, TPB and TRA) that it is always attitude and, for instance, perceived usefulness that mediate the effects of the independent variables of interest, studies are unable to infer which aspects do actually affect use. 5.1) This is especially the case since few studies report mediated effects. 4.1. Limitations in this review and the reviewed studies As the study presents an early overview-oriented version of a larger systematic literature review, some limitations have to be acknowledged: 1) This study focused mostly on studies on adoption, acceptance, use continuance and loyalty. However, there may remain studies in other areas that could not be found with the search string used in this review. Therefore, in further efforts the scope of the literature search has to be expanded. 2) While search terms used in this study did yield a comprehensive portion of related studies, further studies need to more meticulously use more sources, such as reference lists of other studies, more repositories as well as a more comprehensive set of keywords. 3) As the conference paper length is quite limited, there was no way to present entire research model configurations of the reviewed studies in this present paper. Therefore, this study focused on investigating the relationships between the direct predictors of the use-related dependent variables. 4) Many of the independent variables catalogued in this paper inevitably have conceptual overlaps which in later efforts might require more combinations. However, conceptually merging factors across studies would be rather questionable and highly susceptible to subjectivity. 5) This review did not separately investigate measurement models across different game types nor 6) between different types of dependent variables (except between intentions and actual use) although all of the dependent variables do relate to ‘use’ of games in some way. 7) This review only presented studies using standardized coefficients from studies that employed some form of regression analyses (including SEM and common regression analyses). 8) Although we reported smallest and largest coefficients as well as means and weighted means, studies will end up with different results stemming from the differences in employed model structures. 9) Further studies could employ other robust weighing schemes than the simple sample size-based method. 10) Further studies could also compare model fit indices between different model structures. 11) Moreover, further efforts should take note of what the studies state they employ as their theoretical frameworks, what they actually measure and how those model structures fit. 12) Further studies could do a bibliometric mapping on where the related literature has been published as well as map the structure of this vein of literature in terms of what kinds of sub-veins it divides into based on citation network analyses. Even though the present study was an overview to the game adoption and use literature, some limitations in the body of literature could be detected: 1) 27 studies out of 66 did not disclose effect sizes even Acknowledgements This research Funding Agency (TEKES) and our conducted during 40107/14. has been funded by the Finnish for Technology and Innovation industry partners. The research was projects 40134/13, 40111/14 and References [1] Ajzen, I., “The Theory of Planned Behavior”, Organizational Behavior and Human Decision Processes, 50(2), 179–211, 1991. [2] Alha, K., Koskinen, E., Paavilainen, J., Hamari, J., Kinnunen, J., “Free-to-Play Games: Professionals’ Perspectives”, Proceedings of Nordic Digra 2014, Gotland, Sweden, May 29, 2014. [3] Davis, F.D., Bagozzi, R.P., Warshaw, P.R., “User Acceptance of Computer Technology: A Comparison of Two Theoretical Models”, Management Science, 35(8), 982– 1003, 1989. [4] Fishbein, M. A., “Theory of Reasoned Action: Some Applications and Implications”. Nebraska Symposium on Motivation. Nebraska Symposium on Motivation, 02(27), 65–116, 1979. [5] Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., Holmstrom, A., “Orientations to video games among gender and age groups”, Simulation and Gaming, 41(2), 238–259, 2010. [6] Griffiths, M. D., Davies, M. N. O., Chappell, D., “Breaking the stereotype: The case of online gaming”, CyberPsychology and Behavior, 6(1), 81–91, 2003. 3564 [19] Kallio, K. P., Mäyrä, F., Kaipainen, K. “At Least Nine Ways to Play: Approaching Gamer Mentalities”, Games and Culture, 6(4), 327-353, 2011. [7] Griffiths, M. D., Davies, M. N. O., Chappell, D., “Demographic factors and playing variables in online computer gaming”, Cyberpsychology and Behavior, 7(4), 479–487, 2004. [20] Koivisto, J., Hamari, J., “Demographic Differences in Perceived Benefits from Gamification”, Computers in Human Behavior, 35, 179–188. 2014. [8] Hamari, J., “Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service”, Electronic Commerce Research and Applications, 12(4), 236–245, 2013. [21] Lin, H., Sun, C. T., “Cash trade in free-to-play online games”, Games and Culture, 6(3), 270–287, 2011. [9] Hamari, J., Huotari, K., Tolvainen, J., “Gamification and Economics”, In S. P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. Cambridge, MA: MIT Press, 2014. [22] McGonigal, J., “Reality is broken: Why games make us better and how they can change the world”, London: Jonathan Cape, 2011. [23] Mäyrä, F, Ermi, L., “Pelaajabarometri 2013: Mobiilipelaamisen Nousu”, TRIM Research Reports: 11, University of Tampere, 2014. [10] Hamari, J., Järvinen, A., “Building Customer Relationship through Game Mechanics in Social Games”, in M. Cruz-Cunha, V. Carvalho, and P. Tavares (Eds.) Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments Hershey, PA: IGI Global, 348–365, 2011. [24] Paavilainen, J., Hamari, J., Stenros, J., Kinnunen, J., “Social Network Games: Players’ Perspectives”, Simulation & Gaming, 44(6):794–820, 2013. [11] Hamari, J., Koivisto, J., “Measuring Flow in Gamification: Dispositional Flow Scale-2”, Computers in Human Behavior, 40, 133–143, 2014 [25] Webster, J., Watson, R. T., “Analyzing the Past to Prepare for the Future: Writing a Literature Review”, MIS Quarterly, 26(2), xiii–xxiii, 2002. [12] Hamari, J., Koivisto, J., Sarsa, H., “Does Gamification Work? – A Literature Review of Empirical Studies on Gamification”, In Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6–9, 2014. [26] Williams, D., Yee, N., Caplan, S.E., “Who Plays, How Much, and Why? Debunking the Stereotypical Gamer Profile”, Journal of Computer-Mediated Communication, 13(4), 993–1018, 2008. [13] Hamari, J., Lehdonvirta, V., “Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods”, International Journal of Business Science & Applied Management, 5(1), 14–29, 2010. [27] Williams, D., Consalvo, M., Caplan, S., Yee, N. “Looking for gender: Gender roles and behaviors among online gamers”, Journal of Communication, 59(4), 700–725, 2009. [14] Hamari, J., Tuunanen, J., “Player types: A metasynthesis”, Transactions of the Digital Games Research Association, 1(2), 29–-53, 2014. [28] Yee, N., “The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments”, PRESENCE: Teleoperators and Virtual Environments, 15, 309–329, 2006. [15] Hartmann, T., Klimmt, C., “Gender and computer games: Exploring females’ dislikes”, Journal of ComputerMediated Communication, 11(4), 910–931, 2006. [29] Yee, N., “Motivations for play in online games”, CyberPsychology and Behavior, 9(6), 772–775, 2007. [16] Huotari, K., Hamari, J., “Defining gamification – a service marketing perspective”, In Proceedings of the 16th International Academic MindTrek Conference (pp. 17–22), Tampere, Finland, 3–5 October, 2012. [30] Yi, M., “They got game: Stacks of new releases for hungry video enthusiasts mean it’s boom time for an industry now even bigger than Hollywood”, http://www.sfgate.com/news/article/THEY-GOT-GAMEStacks-of-new-releases-forhungry-2663371.php, 2004. [17] Ijsselsteijn, W., Nap, H. H., de Kort, Y., Poels, K. “Digital game design for elderly users”, In Proceedings of the 2007 conference on Future Play (pp. 17–22), Toronto, Canada, November 15–17, 2007. [18] Jansz, J., Avis, C., Vosmeer, M., “Playing The Sims2: An exploration of gender differences in players’ motivations and patterns of play”, New Media Society, 12(2), 235–251, 2010. 3565 [a12] Hong, J.-C., Tai, K.-H., "Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems", 2011 IEEE International Games Innovation Conference, 29–30, 2011. Appendix A: Reviewed studies [a1] Bourgonjon, J., Valcke, M., Soetaert, R., Schellens, T., "Exploring the acceptance of video games in the classroom by secondary school students", Proceedings of the 17th International Conference on Computers in Education, 2009, 651–658" [a13] Hong, J.-C., Hwang, M.-Y., Wang, C.-K., Hsu, T.-F., Chen, Y.-J., Chan, C.-H., “Effect of Self-worth and Parenting Style on the Planned Behavior in an Online Moral Game”, Turkish Online Journal of Educational Technology, 10(2), 2011. [a2] Chang, B.-H., Lee, S.-E., Kim, B.-S., "Exploring factors affecting the adoption and continuance of online games among college students in South Korea: Integrating uses and gratification and diffusion of innovation approaches", New Media and Society, 8(2), 295–319, 2006. [a14] Hsiao, C.-C., Chiou, J.-S., “The Impact of Online Community Position on Online Game Continuance Intention: Do Game Knowledge and Community Size Matter?”, Information & Management, 49(6), 292–300, 2012. [a3] Chang, C.-C., “Examining Users’ Intention to Continue Using Social Network Games: A Flow Experience Perspective”, Telematics and Informatics, 30(4), 311–321, 2013. [a15] Hsiao, C.-C., Chiou, J.-S., “The Effects of a Player’s Network Centrality on Resource Accessibility, Game Enjoyment, and Continuance Intention: A study on online gaming communities”, Electronic Commerce Research and Applications, 11(1), 75–84, 2012. [a4] Chang, I.-C., Liu, C.-C., Chen, K., “The Effects of Hedonic/utilitarian Expectations and Social Influence on Continuance Intention to Play Online Games”, Internet Research, 24(1), 21–45, 2014. [a16] Hsu, C.-L., Lu, H.-P., "Consumer behavior in online game communities: A motivational factor perspective", Computers in Human Behavior, 23(3), 1642–1659, 2007. [a5] Chang, K.T.-T., Koh, A.T.-T., Low, B.Y.-Y., Onghanseng, D.J.S., Tanoto, K., Thuong Thuong, T.S., "Why i love this online game: The MMORPG stickiness factor, ICIS 2008 Proceedings - Twenty Ninth International Conference on Information Systems, 2008. [a17] Hsu, C.-L., Lu, H.-P., “Why Do People Play On-Line Games? An Extended Tam with Social Influences and Flow Experience”, Information & Management, 41(7), 853–868, 2004. [a6] Chang, Y.-P., Zhu, D.-H., Wang, H.S., "The influence of service quality on gamer loyalty in massively multiplayer online role-playing games", Social Behavior and Personality, 39(10), 1297–1302, 2011. [a18] Hu, F., Liu, Y., "Impact of experience and gender differences on users' perceptions on mobile game", 2010 International Conference on Multimedia Technology, 2010 [a7] Chen, L.S.-L., Kuan, C.J., “Customer Acceptance of Playing Online Game on Mobile Phones”, International Journal of Mobile Communications, 10(6), 598–616, 2012. [a19] Huang, L.-Y., Hsieh, Y.-J., "Predicting online game loyalty based on need gratification and experiential motives", Internet Research, 21(5), 581–598, 2011. [a8] Chen, L.S.-L., “The Impact of Perceived Risk, Intangibility and Consumer Characteristics on Online Game Playing”, Computers in Human Behavior, 26(6), 1607–1613, 2010. [a20] Hwang, M.-Y., Hong, J.-C., Cheng, H.-Y., Peng, Y.-C., Wu, N.-C., “Gender Differences in Cognitive Load and Competition Anxiety Affect 6th Grade Students’ Attitude toward Playing and Intention to Play at a Sequential or Synchronous Game”, Computers & Education, 60(1), 254– 263, 2013. [a9] Choi, B., Lee, I., Lee, K., Jung, S., Park, S., Kim, J., "The effects of users' motivation on their perception to trading systems of digital content accessories: Focusing on trading items in online games, Proceedings of the Annual Hawaii International Conference on System Sciences, 2007 [a21] Hwang, M.-Y., Hong, J.-C., Hsu, T.-F., Chen, Y.-J., "The relation between students' anxiety and interest in playing an online game", 2011 IEEE International Games Innovation Conference, 2011. [a10] Choi, D., Kim, J., "Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents”, Cyberpsychology and Behavior, 7(1), 11–24, 2004. [a22] Jo, N.Y., Lee, K.C., Park, B.-W., "Exploring the optimal path to online game loyalty: Bayesian networks versus theory-based approaches, Communications in Computer and Information Science, 428–437, 2011. [a11] Hartmann, T., Jung, Y., Vorderer, P., "What determines video game use? The impact of users' habits, addictive tendencies, and intentions to play", Journal of Media Psychology, 24(1), 19–30, 2012. [a23] Jung, H.S., Kim, K.H., Lee, C.H., "Influences of perceived product innovation upon usage behavior for MMORPG: Product capability, technology capability, and user centered design", Journal of Business Research, 67(10), 2171–2178, 2014 3566 [a24] Kim, C.-S., Oh, E.-H., Yang, K.H., Kim, J.K., “The Appealing Characteristics of Download Type Mobile Games”, Service Business, 4(3-4), 253–269, 2010. [a36] Lu, H.-P., Wang, S.-M., "The role of Internet addiction in online game loyalty: An exploratory study", Internet Research, 18(5), 499–519, 2008. [a25] Kim, S.Y., Prestopnik, N., Biocca, F.A., "Body in the interactive game: How interface embodiment affects physical activity and health behavior change, Computers in Human Behavior, 36, 376–384, 2010. [a37] Okazaki, S., Skapa, R., Grande, I., "Capturing global youth: Mobile gaming in the U.S., Spain, and the Czech Republic”, Journal of Computer-Mediated Communication, 13(4), 827–855, 2008. [a26] Koo, D.-M., “The Moderating Role of Locus if Control on the Links Between Experiential Motives and Intention to Play Online Games”, Computers in Human Behavior, 25(2), 466–474, 2009. [a38] Okazaki, S., Skapa, R., Grande, I., "Global Youth and Mobile Games: Applying the Extended Technology Acceptance Model in the U.S.A., Japan, Spain, and the Czech Republic", Advances in International Marketing, 18, 253–270, 2007. [a27] Kwak, D.H., McDaniel, S., Kim, K.T., "Revisiting the satisfaction-loyalty relationship in the sport video gaming context: The mediating role of consumer expertise", Journal of Sport Management, 26(1), 81–91, 2012. [a39] Park, E., Baek, S., Ohm, J., Chang, H.J., “Determinants of Player Acceptance of Mobile Social Network Games: An Application of Extended Technology Acceptance Model”, Telematics and Informatics, 31(1), 3–15, 2014. [a28] Lee, J., Lee, M., Choi, I.H., "Social network games uncovered: Motivations and their attitudinal and behavioral outcomes", Cyberpsychology, Behavior, and Social Networking, 15(12), 643–648, 2012. [a40] Petrova, K., Qu, H. “Playing Mobile Games: Consumer Perceptions”, Proc. 2nd Int. Conf. E-Business (ICE-B 2007), INSTICC Press, 209–214, 2007. [a29] Lee, M.-C., “Understanding the Behavioural Intention to Play Online Games: An Extension of the Theory of Planned Behaviour”, Online Information Review, 33(5), 849–872, 2009. [a41] Plass, J.L., O'Keefe, P.A., Homer, B.D., Case, J., Hayward, E.O., Stein, M., Perlin, K., "The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation", Journal of Educational Psychology, 105(4), 1050–1066, 2013. [a30] Liang, T.-P., Yeh, Y.-H., “Effect of Use Contexts on the Continuous Use of Mobile Services: The Case of Mobile Games”, Personal and Ubiquitous Computing, 15(2), 187– 196, 2011. [a42] Shin, D-H., Shin, Y-J., “Why Do People Play Social Network Games?”, Computers in Human Behavior, 27(2), 852–861, 2011. [a31] Lin, C.-P., Bhattacherjee, A., “Extending Technology Usage Models to Interactive Hedonic Technologies: A Theoretical Model and Empirical Test”, Information Systems Journal, 20(2), 163–181, 2010. [a43] Shin, D-H., “The Dynamic User Activities in Massive Multiplayer Online Role-Playing Games”, International Journal of Human-Computer Interaction, 26(4), 317–344, 2010. [a32] Lin, H.-Y., Chiang, C.-H., “Analyzing Behaviors Influencing the Adoption of Online Games from the Perspective of Virtual Contact”, Social Behavior and Personality: An International Journal, 41(1), 113–122, 2013. [a44] Teng, C.-I., Chen, W.-W., "Team participation and online gamer loyalty", Electronic Commerce Research and Applications, 13(1), 24–31, 2014. [a45] Teng, C.-I., "How do challenges increase customer loyalty to online games?", Cyberpsychology, Behavior, and Social Networking, 16(12), 884–891, 2013. [a33] Lin, W.-K., Chiu, C.-K., Tsai, Y.-H., "Modeling relationship quality and consumer loyalty in virtual communities", Cyberpsychology and Behavior, 11(5), 561– 564, 2008. [a46] Teng, C.-I., Tseng, F.-C., Chen, Y.-S., Wu, S., “Online Gaming Misbehaviours and Their Adverse Impact on Other Gamers”, Online Information Review, 36(3), 342–358, 2012. [a34] Liu, Y., Li, H., "Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China", Computers in Human Behavior, 27(2), 890–898, 2011. [a47] Teng, C.-I., Chen, M.-Y., Chen, Y.-J., Li, Y.-J., "Loyalty due to others: The relationships among challenge, interdependence, and online gamer loyalty", Journal of Computer-Mediated Communication, 17(4), 489–500, 2012 [a35] Lu, C., Chang, M., Kinshuk, Huang, E., Chen, C.-W., "Context-aware mobile role playing game for learning-a case of canada and Taiwan", Educational Technology and Society, 17(2), 101–114, 2014. [a48] Teng, C.-I., "Customization, immersion satisfaction, and online gamer loyalty", Computers in Human Behavior, 26(6), 1547–1554, 2010. 3567 [a49] Tseng, F.-M., Wang, C.-Y., "Why don't satisfied consumers show reuse behavior? the context of online games", 2012 Proceedings of Portland International Center for Management of Engineering and Technology: Technology Management for Emerging Technologies, PICMET'12, 1627–1639, 2012. [a58] Xiang, Y., Lee, S.C., Li, X., "The variables of effecting customer loyalty in Chinese online game market”, 2005 International Conference on Services Systems and Services Management, 233–236, 2005. [a59] Xie, Y., Zhang, H., “The Determinants of Adolescents’ Behavioral Intentions towards Online Services: Empirical Evidence from Online Game Industry”, The 8th International Conference on Service Systems and Service Management (ICSSSM), 1–5. IEEE, 2011. [a50] Wang, C-C., Yang, M.-J., “Violent Game Acceptance: The Influences of Aggression Tendency, Thrill Seeking, and Perceived Risk”, Journal Of Cybertherapy & Rehabilitation (JCR), 2(2), 2009. [a60] Yang, H.-E., Wu, C.-C., Wang, K.-C., "An empirical analysis of online game service satisfaction and loyalty", Expert Systems with Applications, 36(2), 1816–1825, 2009. [a51] Wang, E.S.-T., “Perceived Control and Gender Difference on the Relationship Between Trialability and Intent to Play New Online Games”, Computers in Human Behavior, 30, 315–320, 2014. [a61] Yoon, G., Duff, B.R.L., Ryu, S., “Gamers Just Want to Have Fun? Toward an Understanding of the Online Game Acceptance”, Journal of Applied Social Psychology, 43(9), 1814–1826, 2013. [a52] Wang, H-Y., Wang, Y-S., “Gender Differences in the Perception and Acceptance of Online Games”, British Journal of Educational Technology, 39(5), 787–806, 2008. [a62] Yoon, Y.S., Ha, I.S., Choi, M.-K.,"Nature of potential mobile gamers' behavior under future wireless mobile environment", The 7th International Conference on Advanced Communication Technology, 551–558, 2005 [a53] Wang, Y.-S., Wang, H.-Y., Lin, H.-H., "Investigating the mediating role of perceived playfulness in the acceptance of hedonic information systems", Proceedings of the 13th WSEAS International Conference on Systems, 322–327, 2009. [a63] Zhang, S., Zhao, J., Tan, W., "An optimization behavior model for online games acceptance in China", Journal of Information and Computational Science, 7(4), 933–940, 2010. [a54] Wei, P.-S., Lu, H.-P., "Why do people play mobile social games? An examination of network externalities and of uses and gratifications", Internet Research, 24(3), 313– 331, 2014 [a64] Zhao, F., Fang, X., "Factors affecting online game players' loyalty", Lecture Notes in Computer Science, 5623 LNCS, 197–206, 2009. [a55] Wu, J., Holsapple, C., “Imaginal and Emotional Experiences in Pleasure-Oriented It Usage: A Hedonic Consumption Perspective”, Information & Management, 51(1), 80–92, 2014. [a65] Zhou, T., "Understanding the effect of flow on user adoption of mobile games", Personal and Ubiquitous Computing, 17(4), 741–748, 2013. [a56] Wu, J., Li, P., “Why They Enjoy Using This Gaming Application”, AMCIS 2007 Proceedings, (30):2205–2218. AIS, 2007. [a66] Zhu, D.-S., Lin, T.C.-T., Hsu, Y-C., “Using the Technology Acceptance Model to Evaluate User Attitude and Intention of Use for Online Games”, Total Quality Management & Business Excellence, 23(7-8), 965–980, 2012. [a57] Wu, J.-H., Wang, S.-C., Tsai, H.-H., “Falling in love with online games: The uses and gratifications perspective”, Computers in Human Behavior, 26(6), 1862–1871, 2010. 3568
© Copyright 2026 Paperzz