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Effects of Users' Perceived Loneliness and Stress on Online Game Loyalty

机译:用户感知的孤独感和压力对网络游戏忠诚度的影响

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Online games become very popular as the Internet permeates down to all ranks of our lives. However, contrary to our common sense that those users loyal to the online games will just enjoy the games only for the sake of pleasure, user's perceived loneliness and stress are believed to affect their loyalty for the games. However, this research issue remains unexplored sufficiently in the fields of IS studies. In this sense, this paper proposes a new research model in which users' perceived loneliness and stress have relationships to game loyalty through other experiential factors such as flow, enjoyment, and character identification. To prove the validity of our proposed research model, empirical analysis was performed with 187 valid questionnaires using PLS (Partial Least Square). Results revealed that the proposed research model is statistically significant, and loneliness and perceive stress hold crucial position in the users' loyalty to games.
机译:随着互联网渗透到我们生活的方方面面,在线游戏变得非常流行。但是,与我们的常识相反,那些忠于网络游戏的用户只会出于娱乐目的而享受游戏,而认为用户的孤独感和压力会影响他们对游戏的忠诚度。但是,在IS研究领域中,该研究问题仍未得到充分探索。从这个意义上讲,本文提出了一种新的研究模型,在该模型中,用户的感知孤独感和压力会通过其他体验性因素(如流动性,娱乐性和角色识别性)与游戏忠诚度相关。为了证明我们提出的研究模型的有效性,使用PLS(偏最小二乘)对187份有效问卷进行了实证分析。结果表明,所提出的研究模型具有统计学意义,孤独感和压力感在用户对游戏的忠诚度中至关重要。

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