A cross genre study of the relationship among flow, its antecedents, and the reuse intention in online games

A cross genre study of the relationship among flow, its antecedents, and the reuse intention in online games

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Article ID: iaor20063500
Country: South Korea
Volume: 30
Issue: 4
Start Page Number: 131
End Page Number: 150
Publication Date: Dec 2005
Journal: Journal of the Korean ORMS Society
Authors: ,
Keywords: information, game theory, internet
Abstract:

One of the reasons for popularity of online games is owing to interaction with other game users that would lead the game users to be easily involved in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intention of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, factors influencing flow and reuse intention in online games genre by genre. For this purpose, we classify online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.

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