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Who captures whom – Pokémon or tourists? A perspective of the Stimulus-Organism-Response model
International Journal of Information Management ( IF 21.0 ) Pub Date : 2021-01-30 , DOI: 10.1016/j.ijinfomgt.2021.102312
Chun-Hua Hsiao , Kai-Yu Tang

Since its launch in 2016, Pokémon Go has attracted huge numbers of players, causing a boom in this game market. Although it is not as popular as before, from time to time we still find crowds of players gathered in some spots where Pokémon appear. Numerous reports have explored this Pokémon phenomenon; however, the exact reasons for its popularity remain unknown. The purpose of this study is to explore the post-adoption behavior of Pokémon Go players and its influential factors in the gaming and tourism industries. The theoretical model of stimulus-organism-response was drawn on to examine the impact of the environmental stimuli (social influence and media influence) on players’ internal organisms, which in turn affect their post-experience responses. Moreover, gender differences were also examined in the hypothetical relationships. A total of 342 valid questionnaires from actual gamers were collected in this study, and data analysis was performed using a structural equation model. The results show that stimulus effects, such as social stimuli (critical mass and social interaction) and media stimuli (content timeliness and media richness), have significant impacts on the players’ internal gamified experience (attachment and conformity), which in turn affect their visit intention to catch creatures at certain attractions and to continue playing Pokémon Go. Further, we have also found that players’ intention to visit Pokémon spots is significantly correlated with their intention to continue playing the game. Findings provide links between gamification and tourism literature. Further theoretical and managerial implications are provided.



中文翻译:

谁抓住了谁-神奇宝贝还是游客?刺激-有机体-反应模型的透视

自2016年推出以来,《PokémonGo》已吸引了众多玩家,从而引起了这一游戏市场的繁荣。尽管它不像以前那样流行,但我们仍然不时发现有很多玩家聚集在神奇宝贝出现的某些地方。大量报道探讨了这种神奇宝贝现象。但是,其流行的确切原因仍然未知。这项研究的目的是探讨神奇宝贝围棋玩家的后采用行为及其在游戏和旅游行业中的影响因素。利用刺激生物反应的理论模型来研究环境刺激(社会影响和媒体影响)对玩家内部生物的影响,进而影响他们的体验后反应。此外,在假设关系中也检查了性别差异。在这项研究中,总共收集了342个来自实际玩家的有效问卷,并使用结构方程模型进行了数据分析。结果表明,诸如社交刺激(临界质量和社交互动)和媒体刺激(内容及时性和媒体丰富度)之类的刺激效应,对玩家的内部游戏化体验(依恋和顺从性)产生了重大影响,进而影响了他们的游戏体验。探访意图在某些景点捕获生物并继续玩《PokémonGo》。此外,我们还发现,玩家访问神奇宝贝景点的意愿与他们继续玩游戏的意愿密切相关。研究结果提供了游戏化与旅游文学之间的联系。提供了进一步的理论和管理意义。

更新日期:2021-02-01
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