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Article
Publication date: 7 November 2024

Thi Tuan Linh Pham, Guan-Ling Huang, Tzu-Ling Huang, Gen-Yih Liao, T.C.E. Cheng and Ching-I Teng

Online games are widely adopted electronic applications that facilitate flow experiences, which is a highly enjoyable experience for players, thus motivating further engagement in…

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Abstract

Purpose

Online games are widely adopted electronic applications that facilitate flow experiences, which is a highly enjoyable experience for players, thus motivating further engagement in online gameplay. During gameplay, players set gaming goals, and they must make cognitive efforts to achieve these goals. However, we do not know how goal-setting and cognitive gaming elements (game complexity and game familiarity) create flow, indicating a research gap. To fill this gap, we use the cognitive gaming elements in the literature and the theoretical elements of goal-setting theory to build a model.

Design/methodology/approach

Conducting a large-scale online survey, we collect 3,491 responses from online game players and use structural equation modeling for data analysis.

Findings

We find that challenging goals, game complexity, game familiarity and telepresence are positively linked to player-perceived flow, explaining 45% of the variance. The new finding is that challenging goals can strengthen the link between game complexity and flow. We also find that telepresence can strengthen the link between game familiarity and flow.

Originality/value

Our study provides the novel insight that gaming goals and cognitive gaming elements can generate player-perceived flow. This insight can help game makers design gaming elements to accommodate players' cognitive efforts to achieve in-game goals, thus creating flow and effectively increasing players' game engagement.

Details

Industrial Management & Data Systems, vol. 125 no. 1
Type: Research Article
ISSN: 0263-5577

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Article
Publication date: 23 June 2020

Gen-Yih Liao, Tzu-Ling Huang, T.C.E. Cheng and Ching-I Teng

Relational cohesion theory posits that relational cohesion helps build relationships among communication partners, implying that users would expect a growth in relations or making…

808

Abstract

Purpose

Relational cohesion theory posits that relational cohesion helps build relationships among communication partners, implying that users would expect a growth in relations or making more friends in the future. However, little is known about expectancy of a better future state of relations, i.e. expectancy of relational growth, and its impact on users' continued engagement in online communication. Our study extends relational cohesion theory to explain how expectancy of relational growth impacts online gamer loyalty.

Design/methodology/approach

We test the framework using structural equation modeling to analyze a large sample of 1,429 responses from online gamers.

Findings

We find that expectancy of relational growth is positively related to norm compliance and relational cohesion, which are further related to network convergence and interdependence, fostering online gamer loyalty.

Originality/value

The findings contribute to relational cohesion theory by identifying novel sources of relational cohesion, i.e. expectancy of relational growth and norm compliance. Hence, game providers should create gamers' expectancy of growth in online relationships. Such expectancy could motivate continued gaming communication, even when gamers are not satisfied with the current state of online relationships. Moreover, we propose the new concept of expectancy of relational growth, which should have a strong impact on online communication in various areas.

Details

Internet Research, vol. 30 no. 5
Type: Research Article
ISSN: 1066-2243

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Article
Publication date: 8 June 2020

Gen-Yih Liao, Tzu-Ling Huang, T. C. E. Cheng and Ching-I Teng

Online gamers form communities and offer game makers various revenue sources. Gamers' continual revenue contributions should depend on their commitment to gaming communities…

1218

Abstract

Purpose

Online gamers form communities and offer game makers various revenue sources. Gamers' continual revenue contributions should depend on their commitment to gaming communities (CGC), where they rely heavily on communication media that carry rich information or provide enhanced media richness. However, no study has yet examined how to use the four elements of media richness to fuel gamers' CGC, revealing a research gap. Seeking to fill this gap, this study constructs a research framework and formulates hypotheses based on media richness theory (MRT).

Design/methodology/approach

This study obtained responses from 1,971 online gamers and applied structural equation modeling to test the hypotheses.

Findings

This study finds that the four media richness elements have selective impacts on network convergence and interdependence that result in CGC. Moreover, compared with interdependence, network convergence has a stronger impact on CGC.

Originality/value

The findings offer online game makers insights that will enable them to design the communication functions in games to support the formation of strongly connected gamer communities. Moreover, the findings advance MRT by showing its ability to explain the formation of online gaming communities.

Details

Industrial Management & Data Systems, vol. 120 no. 7
Type: Research Article
ISSN: 0263-5577

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Article
Publication date: 4 March 2021

Gen-Yih Liao, Thi Tuan Linh Pham, Tzu-Ling Huang, T.C.E. Cheng and Ching-I Teng

Online games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort…

576

Abstract

Purpose

Online games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort for users encountering workplace frustration. Explaining how workplace frustration and users' need satisfaction affect loyalty of online gamers, this study aims to formulate hypotheses and develop a framework based on the self-determination theory (SDT).

Design/methodology/approach

The authors use an online survey to collect 848 responses and use structural equation modelling to test the hypotheses.

Findings

The authors find that workplace frustration, autonomy need satisfaction and competence need satisfaction are positively related to online gamer loyalty. Moreover, workplace frustration enhances the link between competence need satisfaction and online gamer loyalty.

Originality/value

The authors are the first to use SDT to identify the three antecedents and the moderator of online gamer loyalty. Our findings offer a key message that game providers could design effective means to retain their gamers by understanding their gamers' workplace frustration and informing them that playing games could alleviate the associated negative feelings.

Details

Industrial Management & Data Systems, vol. 121 no. 5
Type: Research Article
ISSN: 0263-5577

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Article
Publication date: 13 March 2017

Chih-Hung Hsieh, Chien-Huei Lin and Jia-Ling Huang

This study aims to analyse the impact of e-paper on many existing industries including paper, publishing, book distribution, display, handheld device manufacturers and content…

403

Abstract

Purpose

This study aims to analyse the impact of e-paper on many existing industries including paper, publishing, book distribution, display, handheld device manufacturers and content service providers. Flexible display has been studied by many institutes, firms and market research companies. Some believe that e-paper is an exceptional application for flexible display, and the need for flexible display development for handheld devices and cloud-based e-book content is indisputable.

Design/methodology/approach

This study uses the Delphi technique and STEEP (Sociological, Technological, Economic, Environmental and Political aspects) with a panel to analyse a business model and the opportunity for the development of e-paper in Taiwan up to the year 2020.

Findings

The study concludes that e-paper content and customised digital services are an essential part of e-paper development, while hardware and cloud data are no more than a mechanism to show, compute and store data. Thus, whether the screen of a handheld device is flexible may not be of importance. Although e-paper will affect the display industry, it will not substitute for handheld devices and traditional bookstores.

Originality/value

This research can be used as a reference for government, academics, industry and international investors.

Details

foresight, vol. 19 no. 1
Type: Research Article
ISSN: 1463-6689

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Article
Publication date: 23 August 2024

Shuaikang Hao and Ling Huang

Live-streaming e-commerce (LSE) allows anchors to bring offline promotion skills to interact with consumers and persuade them to buy. However, how consumers respond to these…

648

Abstract

Purpose

Live-streaming e-commerce (LSE) allows anchors to bring offline promotion skills to interact with consumers and persuade them to buy. However, how consumers respond to these communications remains unknown. This study examines the persuasive effect of different scarcity marketing messages on impulsive buying in the LSE context.

Design/methodology/approach

This study adopts scenario-based experimental methods and conducts two 2 quantity-based scarcity (supply-framed vs demand-framed)*2 time-based scarcity appeals (high vs low) between-subjects experiments to test the hypotheses.

Findings

The results indicate that supply-framed appeals are more effective in provoking consumers’ arousal and impulsive buying, but are moderated by time scarcity. Furthermore, emotional arousal only mediates the effects of quantity-based scarcity appeals on impulsive buying under high-level time scarcity conditions.

Originality/value

This study contributes to the e-commerce literature by comparing the persuasive effect of different scarcity messages in the LSE context. We broaden the scarcity marketing literature by testing the combined effect of quantity-based and time-based scarcity appeals. Finally, this study extends the application of the competitive arousal model.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 37 no. 2
Type: Research Article
ISSN: 1355-5855

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Article
Publication date: 17 February 2025

Shih-I Tai, Tzu-Ling Huang, Hsin-Yi Huang, Chieh-Ni Wu, T.C.E. Cheng and Ching-I Teng

Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas…

8

Abstract

Purpose

Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty.

Design/methodology/approach

We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants.

Findings

These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty.

Practical implications

Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty.

Originality/value

Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

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Article
Publication date: 31 July 2023

Gen-Yih Liao, Tzu-Ling Huang, Alan R. Dennis and Ching-I Teng

Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are…

540

Abstract

Purpose

Online games are popular applications of Internet technology, with over 2.8 billion users worldwide. Many players engage in team gameplay, indicating that online games are suitable media through which players connect with their friends. However, past studies have not examined the ability of games to assist players in connecting with their friends, indicating a gap. To fill this gap, the authors propose a new concept, the friend-connecting affordance, which is the ability of an online game to enable players to contact friends within the game.

Design/methodology/approach

The authors built a model to explain how games' friend-connecting affordances influence game loyalty. The authors gathered responses from 1,347 online players and used structural equation modeling to test the model.

Findings

The authors found that friend-connecting affordances and team participation influence game loyalty. Gaming intensity and gaming history can moderate the impact of friend-connecting affordances.

Originality/value

This new affordance can be realized through various game elements, offering unique and actionable insights to game makers. The authors also compared the friend-connecting affordances among a number of popular online games, providing insights specific to each game and increasing the practical value of the findings.

Details

Internet Research, vol. 34 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

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Article
Publication date: 7 August 2019

Fan-Chen Tseng, T.C.E. Cheng, Pei-Ling Yu, Tzu-Ling Huang and Ching-I. Teng

Mobile instant messaging (MIM) apps could provide rich and instant information in employees’ communication. However, how media richness impacts MIM user loyalty is unknown. The…

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Abstract

Purpose

Mobile instant messaging (MIM) apps could provide rich and instant information in employees’ communication. However, how media richness impacts MIM user loyalty is unknown. The purpose of this paper is to adopt media richness and social presence theories as theoretical foundations to address this insufficiency.

Design/methodology/approach

Collecting 247 responses from an online survey, the authors use structural equation modelling for data analysis and hypothesis testing.

Findings

The authors found that immediate feedback and personal focus are the main aspects of media richness that are positively related to social presence, relatedness need satisfaction and user loyalty to MIM.

Originality/value

This is the first study using two pertinent theories to explain how aspects of media richness affect user loyalty to MIM. The present findings suggest that firms developing MIM apps focus on immediate feedback and personal focus as effective means to encourage user loyalty.

Details

Industrial Management & Data Systems, vol. 119 no. 6
Type: Research Article
ISSN: 0263-5577

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Article
Publication date: 2 June 2022

Fan-Chen Tseng, Tzu-Ling Huang, T. C. E. Cheng and Ching-I Teng

The five-factor model (FFM), a popular personality typology that identifies five key personality traits, has been used to predict use intention in various e-commerce applications…

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Abstract

Purpose

The five-factor model (FFM), a popular personality typology that identifies five key personality traits, has been used to predict use intention in various e-commerce applications, but the role of FFM in triggering certain evaluations of the various quality dimensions of e-commerce websites has not been examined, revealing a gap, i.e. the authors do not know how the five personality traits impact evaluations of the quality dimensions of e-commerce websites. The 3Q model—which comprises system quality (SysQ), information quality (IQ), and service quality (SQ), spanning 13 quality dimensions—is helpful for evaluating website quality, but the model neglects user characteristics and their impacts on quality evaluation, posing another gap, i.e. the authors do not know how user characteristics impact the user's evaluation of quality dimensions. Thus, the authors used the FFM to extend the 3Q model to explain how user personality predicts the evaluation of websites in the 13 quality dimensions.

Design/methodology/approach

The authors used an online survey to collect responses from 392 online shoppers. Structural equation modeling was used to test the hypotheses.

Findings

The authors found that openness in a shopper predicts their favorable evaluation of a website in the quality dimensions of format and flexibility; conscientiousness predicts favorable evaluation in terms of completeness, accuracy, currency, timeliness, and service reliability; neuroticism predicts unfavorable evaluation in terms of reliability, accessibility, and assurance; and extraversion predicts favorable evaluation in terms of responsiveness; while agreeableness did not predict empathy.

Originality/value

In sum, the authors successfully used the FFM to theoretically extend the 3Q model, which clarifies the usefulness and pathways of personality in formulating strategies for e-commerce success.

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