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The moderating role of locus of control on the links between experiential motives and intention to play online games

机译:控制源在体验动机和玩在线游戏的意图之间的联系上的调节作用

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Online games represent a burgeoning market sector with growth potential. The distinctive entertainment-oriented features of such games provide experiential motives for users. However, most previous studies have focused on the single dimensional affective motive of online game use. The multi-dimensional affective motivational aspects of entertainment technologies have been relatively neglected. In addition, previous studies report inconsistent relationships between motives and online game usage. To fill these gaps in the literature, the present study proposes five experiential motives such as concentration, enjoyment, escape, epistemic curiosity, and social affiliation as predictors of intention to play online games. External locus of control is also introduced as a moderator in the links between experiential motives and intention. The model was tested with the data from 576 current online game players who answered online survey. Structural equation model analysis confirmed that three experiential motives with the exception of concentration and epistemic curiosity have a positive effect on intention. χ~2 difference test confirmed that the coefficients linking experiential motives such as concentration, enjoyment, and escape to intention are higher for people with external locus of control than for people with internal locus of control. Implications are discussed in conclusion.
机译:网络游戏代表着具有增长潜力的新兴市场领域。这种游戏的独特的面向娱乐的特征为用户提供了体验动机。但是,大多数先前的研究都集中在网络游戏使用的一维情感动机上。娱乐技术的多维情感动机方面已被相对忽略。此外,以前的研究报告说动机与网络游戏使用之间存在不一致的关系。为了弥补文献中的这些空白,本研究提出了五种体验动机,例如专注,享受,逃避,认识好奇和社会归属感,以此作为玩网络游戏的意向指标。外部控制源也作为主持人引入了经验动机和意图之间的联系。使用来自576位回答在线调查的当前在线游戏玩家的数据对模型进行了测试。结构方程模型分析证实,除专注力和认知好奇外,三种体验动机均对意图产生积极影响。 χ〜2差异检验证实,与外部控制者相比,具有控制权的人将注意力,享受和逃避等动机与动机联系起来的系数更高。结论中讨论了含义。

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