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对在线游戏玩家对游戏物品认知的实证分析:消费价值理论修正法。

An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach.

机构信息

Department of Interaction Science, Sungkyunkwan University, Seoul, Korea.

出版信息

Cyberpsychol Behav Soc Netw. 2011 Jul-Aug;14(7-8):453-9. doi: 10.1089/cyber.2010.0253. Epub 2011 Feb 2.

DOI:10.1089/cyber.2010.0253
PMID:21288134
Abstract

The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.

摘要

本文的目的是

(1)提出一个改进的消费价值观理论(MTCV),用于调查在线游戏玩家对可购买游戏物品价值的看法;(2)将开发的 MTCV 应用于多种游戏类型和玩家年龄组。为了实现这些目标,共收集了 327 份有效问卷并进行了分析。原始的消费价值观理论(TCV)经过修改,以适用于在线游戏的特定特征。原始的 TCV 指定了五种消费价值观:功能价值、社会价值、情感价值、条件价值和认知价值。在将 TCV 进行修改以适用于在线游戏的检验后,我们提出 MTCV 由角色能力价值、享受价值、视觉权威价值和货币价值组成。通过对 327 份有效问卷的回答进行统计分析,证明了 MTCV 的有效性。为了检验第二个目标,我们在三种在线游戏类型(大型多人在线角色扮演游戏、第一人称射击游戏和休闲游戏)中进行了实验,检验了 MTCV。第二个目标还通过调查在线游戏玩家年龄的问卷进行了研究。研究结果表明,大型多人在线角色扮演游戏玩家认为视觉权威价值和货币价值比休闲游戏玩家更为重要。此外,研究还发现,年轻的玩家往往对视觉权威更感兴趣,而年长的玩家则更关注角色能力。本研究为未来的研究提供了基础,以将 MTCV 扩展到考虑其他用户因素,如文化影响。

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