...
首页> 外文期刊>Advanced Science Letters >Moderating Effects on Consumers’ Loyalty Toward Online Games: A Partial Least Squares Approach
【24h】

Moderating Effects on Consumers’ Loyalty Toward Online Games: A Partial Least Squares Approach

机译:对消费者对在线游戏的忠诚度的适应:部分最小二乘法

获取原文
获取原文并翻译 | 示例
   

获取外文期刊封面封底 >>

       

摘要

The aims of this research is to examine whether frequency of playing online games has a significant moderating influence on the relationships between aspects of entertainment, sociality, challenge, control, and interactivity, and consumers’ loyalty towards the online games. Dataused to examine the research model was collected via a convenience sampling method. The partial least squares approach to structural equation modeling (PLS-SEM) was performed via SmartPLS 2.0 in order to examine the postulated hypotheses. Results revealed that frequency of playing online gameshad a significant moderating influence on the relationships between interactivity and consumers’ loyalty towards the online games. The loading games are a common issue for students since the Internet speed in the university may be slow compared to an outside area. They may face repeatedoccurrence of this situation where they will experience a lagging response when playing games. However, online games with good interactivity helps online gamers to improve their skills to perform to their best ability and stretch their capabilities to the limits. Through online games thatare challenging, students can accomplish their sense of personal achievement when they overcome the difficulty in the level of games. It is recommended that designers of the online games analyze the specific markets before designing the games, as this gaming environment can indulge students’gaming satisfaction and entertainment needs and wants. Designers should specify the target market to easily identify the taste and trends of gamers. Direction for future research is also provided.
机译:该研究的目的是检查播放在线游戏的频率是否对娱乐,社会,挑战,控制和互动和消费者对网络游戏的忠诚度之间的关系有了重大的缓和影响。通过便捷的采样方法收集数据以检查研究模型。通过SmartPLS 2.0执行结构方程建模(PLS-SEM)的局部最小二乘方法,以检查假设假设。结果表明,在线游戏的频率对互动与消费者对网络游戏的忠诚之间的关系进行了重要的影响。由于大学的互联网速度与外部区域相比,载重游戏是学生的常见问题。他们可能会面临这种情况的重复,他们会在玩游戏时经历滞后的反应。然而,具有良好互动的在线游戏有助于在线游戏玩家提高他们的技能,以实现他们的最佳能力,并将他们的能力延伸到极限。通过在线游戏的挑战,学生可以在克服游戏水平的困难时完成自己的个人成就感。建议在线游戏的设计者在设计游戏之前分析特定市场,因为这种游戏环境可以沉迷于学生的满意度和娱乐需求和需求。设计人员应指定目标市场,以轻松识别游戏玩家的味道和趋势。还提供了未来研究的方向。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号