The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents
Abstract
As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games or which design features are most closely related to the amount of time spent by players at particular online gaming sites. This study proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue to play online network games. The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities.
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Citations
Cites
Psychological Predictors of Problem Mobile Phone Use
Bianchi, A., & Phillips, J. G. (2005) · CyberPsychology & Behavior · doi:10.1089/cpb.2005.8.39 · Cited by 1,514
Cited by
Psychological Predictors of Problem Mobile Phone Use
Bianchi, A., & Phillips, J. G. (2005) · CyberPsychology & Behavior · doi:10.1089/cpb.2005.8.39 · Cited by 1,514
What is user engagement? A conceptual framework for defining user engagement with technology
O'Brien, H. L., & Toms, E. G. (2008) · Journal of the American Society for Information Science and Technology · doi:10.1002/asi.20801 · Cited by 1,397
“A number of these same attributes (e.g., feedback, intrinsic motivation, fun, user control, and interactivity) have been studied in video games (Carroll & Thomas, 1988; Vorderer, Hartmann, & Klimmt, 2003; Choi & Kim, 2004).”
The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing
Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., & Pidruzny, J. N. (2009) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2009.02.016 · Cited by 1,010
Consumer behavior in online game communities: A motivational factor perspective
Hsu, C.-L., & Lu, H.-P. (2007) · Computers in Human Behavior · doi:10.1016/j.chb.2005.09.001 · Cited by 494
Understanding Online Gaming Addiction and Treatment Issues for Adolescents
Young, K. (2009) · The American Journal of Family Therapy · doi:10.1080/01926180902942191 · Cited by 461
Metadata
- Authors
- Choi, D., & Kim, J.
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2004-02
- Volume
- 7
- Issue
- 1
- Pages
- 11-24
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2150845173
- Cited by
- 683
- References
- 1
- FWCI
- 40.52
- Type
- journal article
- Language
- en
- Open access
- closed
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Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.