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新冠疫情期间影响非同质化代币(NFT)游戏参与度的因素:计划行为理论(TPB)与享乐动机系统采纳模型(HMSAM)方法

Factors Influencing Non-Fungible Tokens (NFT) Game Engagement during the COVID-19 pandemic: The Theory of Planned Behavior (TPB) and Hedonic Motivation System Adoption Model (HMSAM) Approach.

作者信息

Perez William Davin D, Prasetyo Yogi Tri, Cahigas Maela Madel L, Persada Satria Fadil, Young Michael Nayat, Nadlifatin Reny

机构信息

School of Industrial Engineering and Engineering Management, Mapúa University, 658 Muralla St., Intramuros, Manila, 1002, Philippines.

School of Graduate Studies, Mapua University, 658 Muralla St, Intramuros, Manila, 1002, Philippines.

出版信息

Heliyon. 2023 Sep 4;9(9):e19847. doi: 10.1016/j.heliyon.2023.e19847. eCollection 2023 Sep.

Abstract

The prominent form of Non-Fungible Token (NFT) is found in the gaming industry. NFT games received immense attention during the COVID-19 pandemic because of their play-to-earn model. NFT gamers can enjoy and increase their finances in their spare time. Hence, the researchers utilized Structural Equation Modeling (SEM) to investigate the intention and immersive behaviors of 1082 respondents. The modified framework from the Theory of Planned Behavior (TPB) and Hedonic Motivation System Adoption Model (HMSAM) underwent SEM tests. These theories and methods were used to analyze relationships among hypotheses and assess factors influencing NFT game engagement. The results showed that hedonic motivation produced positive and significant influences on perceived usefulness, curiosity, joy, attitude, subjective norms, and perceived behavioral control. Subjective norms significantly influenced perceived ease of use. In due course, perceived ease of use yielded positive and significant effects on perceived usefulness, joy, attitude, and perceived behavioral control. Moreover, perceived usefulness, curiosity, joy, attitude, and perceived behavioral control had significant positive effects on behavioral intention. In addition, perceived usefulness, curiosity, joy, and attitude significantly and positively affected immersion. Meanwhile, only four hypotheses were not supported by the study. These findings were translated into theoretical and managerial implications to contribute to the academe given the strong the change of behavior of users towards NFT games during the pandemic; gaming industry since they will be able to develop, improve and create a new ecosystem in the gaming space, and NFT stakeholders since they will benefit from the development that will influence this study.

摘要

非同质化代币(NFT)的突出形式出现在游戏行业。NFT游戏在新冠疫情期间因其边玩边赚模式而受到极大关注。NFT游戏玩家可以在业余时间享受游戏并增加收入。因此,研究人员利用结构方程模型(SEM)来调查1082名受访者的意图和沉浸式行为。对计划行为理论(TPB)和享乐动机系统采用模型(HMSAM)的修改框架进行了SEM测试。这些理论和方法被用于分析假设之间的关系,并评估影响NFT游戏参与度的因素。结果表明,享乐动机对感知有用性、好奇心、愉悦感、态度、主观规范和感知行为控制产生了积极且显著的影响。主观规范对感知易用性有显著影响。在适当的时候,感知易用性对感知有用性、愉悦感、态度和感知行为控制产生了积极且显著的影响。此外,感知有用性、好奇心、愉悦感、态度和感知行为控制对行为意图有显著的积极影响。另外,感知有用性、好奇心、愉悦感和态度对沉浸感有显著的积极影响。同时,该研究仅不支持四个假设。鉴于疫情期间用户对NFT游戏行为的巨大变化,这些发现被转化为理论和管理意义,以对学术界做出贡献;对游戏行业而言,因为他们将能够在游戏领域开发、改进并创建一个新的生态系统;对NFT利益相关者而言,因为他们将从影响本研究的发展中受益。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/57c8/10559247/2e9ec960e0fd/gr1.jpg

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