Rehman Umair, Shah Muhammad Umair, Abbasi Amir Zaib, Hlavacs Helmut, Iftikhar Rameen
User Experience Design, Wilfrid Laurier University, Brantford, ON, Canada.
University of Waterloo, Waterloo, ON, Canada.
Front Psychol. 2022 Aug 18;13:909875. doi: 10.3389/fpsyg.2022.909875. eCollection 2022.
This research investigates the factors that affect male gamers' behavioral intention to play PlayerUnknown's Battlegrounds (PUBG), which is one of the most widely played online games of today's era. We examine the factors through the lens of the hedonic consumption model (i.e., playful-consumption experiences) and use the gratification theory to predict behavioral intention to play PUBG. Data from 248 male PUBG gamers were analyzed using PLS-SEM analyses. The study involved an initial stage where an estimation model (i.e., measurement model) was analyzed to assess the constructs' reliability and validity. Following this, the second stage involved assessing the theoretical model to test the relationship between the principle constructs. The study found that playful-consumption experience factors, such as escapism, emotional involvement, sensory experience, enjoyment, and arousal, significantly influenced the behavioral intentions to play PUBG. The research findings further indicate that role-projection and fantasy failed to impact consumers' intention to play PUBG. This study provides both theoretical and practical implications. It fills the literature gap by focusing on predicting the behavioral intention to play PUBG through the playful-consumption experiences of a popular online multiplayer game. Practically, this study could potentially open avenues for gaming companies to address how different playful-consumption experiences impact game users' behavioral intentions.
本研究调查了影响男性玩家游玩《绝地求生》(PUBG)行为意图的因素,《绝地求生》是当今时代最受欢迎的网络游戏之一。我们通过享乐消费模型(即游戏化消费体验)的视角来审视这些因素,并运用满足理论来预测玩《绝地求生》的行为意图。使用偏最小二乘结构方程模型(PLS-SEM)分析了来自248名男性《绝地求生》玩家的数据。该研究包括一个初始阶段,即分析一个估计模型(即测量模型)以评估各构念的信度和效度。在此之后,第二阶段涉及评估理论模型以检验主要构念之间的关系。研究发现,逃避现实、情感投入、感官体验、享受和兴奋等游戏化消费体验因素显著影响了玩《绝地求生》的行为意图。研究结果还表明,角色投射和幻想并未影响消费者玩《绝地求生》的意图。本研究具有理论和实践意义。它通过关注通过一款热门在线多人游戏的游戏化消费体验来预测玩《绝地求生》的行为意图,填补了文献空白。实际上,本研究可能为游戏公司开辟途径,以探讨不同的游戏化消费体验如何影响游戏用户的行为意图。