3 research outputs found

    The Other Side of The Coin: Examining Mobile Games as a Leisure Constraints

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    The concept of recreation with its dynamic structure and the elements of recreational needs were heavily influenced by communication technology especially after the 2000s (Torkildsen, 2005; Torkildsen, 2012; Spracklen, 2015; Sintas, de Francisco, & Álvarez, 2015; Choi & Dattilo, 2017; Valtchanov & Parry, 2017). The game, one of the oldest known leisure activities (Spracklen, 2011), has been moved from offline to online and further into computers and mobile devices in the 21st century (Chen & Leung, 2016). The preference of mobile games, which have become one of the most popular entertainment tools due to the growing popularity of mobile devices and applications, has made the concept of leisure more digital than ever (Spracklen, 2015; Redhead, 2016; Pink, Hjorth, Horst, & Nettheim, 2017). There are great similarities and common points between the motivations of individuals to participate in leisure activities and the motivation to play mobile games. From this point forth; mobile games, which can be regarded as a recreational activity, can also be considered as leisure constraints from the point of leisure evaluation view (Crawford, Jackson, & Godbey, 1991; Tsai & Coleman, 1999). The aim of this study is to show the possibility of evaluating mobile games, having a very important place in the digital world and game market, as a leisure constraint in the with the help of literature review.

    Emotions and consumer's adoption of innovations: an integrative review and research agenda

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    The dominant models of innovation adoption have traditionally overlooked the role of emotions, despite the relevance of this construct in consumer decision-making. To address this historical gap, a notable stream of research on emotions in innovation adoption has emerged in recent years. To enrich our understanding of the psychology of innovation adoption, this paper integrates insights from research on emotions in psychology with a systematic review of the literature on consumer emotions in innovation adoption. Drawing on well-established theories of emotions and decision-making, we derive five fundamental dimensions that help define the role of emotions in the consumer adoption of innovations. A systematic review of existing evidence within the specific field of innovation adoption summarises the existing evidence through the lens of the five dimensions. The contributions of the paper are twofold. First, the paper offers a novel perspective that provides a deeper understanding of emotions as a psychological mechanism enabling or impeding innovation adoption. Second, we set an agenda for invigorating research in this important domain

    Understanding perceived enjoyment and continuance intention in mobile games

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    Objective of the Study: Existing studies of consumer behaviours in mobile games have largely focused on pre-adoption phase while completely ignored the post-adoption behaviours. Additionally, while intrinsic factors such as perceived enjoyment is often reckoned as one of the most important factors affecting consumer behaviours in gaming context, little research has attempted to understand their antecedents. The present study aimed to fill these research gaps and its objective was twofold. Firstly, it examined the role of perceived enjoyment as the driver of mobile game's continual use. At the same time, it aimed to explore the antecedents of perceived enjoyment in mobile games. The present study limits its scope within the context of casual games only. Methodology: Conceptually, the study examined design aesthetics, perceived ease of use, variety, novelty, perceived interactivity, perceived challenge, perceived control and their impact on perceived enjoyment which in turn affect continuance intention. Empirical data was collected using convenient sampling method through online survey, which was distributed on different mobile game forums and social networking sites. The survey resulted in a sample size of 220 valid responses. A two-step structural equation modelling (SEM) was employed as the analysis method for this study. Findings: The study identified three key factors that drive perceived enjoyment in casual mobile games: design aesthetic, perceived ease of use and novelty. Together these constructs can explain 59% of variance for users' perceived enjoyment. Perceived enjoyment had significant effect on continuance intention, explaining 34% of variance in continuance intention
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