Exploring gamers' crowdsourcing engagement in Pokémon Go communities
Abstract
Purpose: With the increasing popularity of online games like Pokémon Go, a new wave of crowdsourcing communities have emerged, allowing gamers to collaborate, communicate and share useful game-related information. This paper aims to examine the factors that influence gamers' crowdsourcing behaviour. Design/methodology/approach: A conceptual framework is developed that combines the DeLone & McLean model, self-determination theory, and different levels of engagement behaviour. The online survey collected 371 responses that were analysed using Covariance Based Structural Equation Modelling (CB-SEM). Findings: The results show that extrinsic and intrinsic motivation positively influenced gamers' crowdsourcing engagement intention. System quality and information quality were also confirmed to be positively associated with gamers' crowdsourcing engagement intention. Furthermore, crowdsourcing engagement intention was found to be positively associated with crowdsourcing content consumption, contribution, and creation. Practical implications: The findings of this study are useful for the owners of Pokémon Go and other gaming-related crowdsourcing platforms in devising tailored strategies to increase the crowdsourcing engagement of gamers. Originality/value: This study provides the first empirical evidence of factors motivating online gamers' crowdsourcing intention. This study also presents novel insight into online gamers' crowdsourcing intention by combining diverse theories which offer different perspectives and a more comprehensive understanding of the phenomenon. Contribution to the research on the intention-behaviour gap by modelling three behavioural outcomes (content creation, contribution, and consumption behaviour) of crowdsourcing engagement intention, is another important contribution of this study.
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Cited by
Still being checked.
- Authors
- Sharma, S., Slack, N., Devi, K., Greig, T., & Naidu, S.
- Affiliations
- University of the South Pacific (FJ)
- Venue
- The TQM Journal
- Publisher
- Emerald
- Published
- 2021-12-07
- Volume
- 38
- Issue
- 1
- Pages
- 30-50
- ISSN
- 0954-478X (ISSN-L)
- 1754-2731
- 1754-274X
- OpenAlex
- W4200469021
- Cited by
- 12
- References
- 69
- Citations by year
- 2026: 3 · 2025: 2 · 2024: 1 · 2023: 1 · 2022: 5
- FWCI
- 1.48
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- The TQM Journal (publishedVersion)
- University of the South Pacific Electronic Research Repository (The University of the South Pacific) (acceptedVersion)
- Topics
- Physical Sciences › Computer Science › Computer Science Applications › Mobile Crowdsensing and Crowdsourcing
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Science Applications › Open Source Software Innovations
- Keywords
- gamers, Pokémon Go, extrinsic motivation, intrinsic motivation, self-determination theory, DeLone and McLean model, system quality, information quality, content creation, content contribution, content consumption, intention-behavior gap, online games
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