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Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-09-04 , DOI: 10.1016/j.entcom.2021.100460
Alev Kocak Alan 1 , Ebru Tumer Kabadayi 2 , Nilsah Cavdar Aksoy 2
Affiliation  

Online game playing represents a prominent consumption pattern of the digital world. The online games market is therefore a major topic of concern for behavioral research to understand and explain the consumer responses. One vital consumer response that should be examined in this regard is the replay intention in online games. Therefore, this study holds the topic from a holistic perspective by not only focusing on one single online games category and aims to explain replay intention through the flow experiences and outcome expectations and explore the existence and role of locus of control in this framework. 507 people from Turkey were surveyed in this study, and gathered data were analyzed using structural equation modeling. The main findings were: ‘challenge’ and ‘interactivity’ as representatives of flow experience in the games do have positive effects on replay intention, the utilitarian and hedonic outcome expectations of gamers are positively related to their replay intentions, and external locus of control moderates all these relationships. As a result, various implications and suggestions are offered for the gaming research and the gaming sector.



中文翻译:

重玩网络游戏以获得心流体验和结果预期:基于土耳其游戏玩家评价的外部控制点调节作用的探索性研究

网络游戏代表了数字世界的一种突出消费模式。因此,在线游戏市场是行为研究关注的一个主要话题,以了解和解释消费者的反应。在这方面应该检查的一个重要的消费者反应是在线游戏的重玩意图。因此,本研究从整体的角度来把握主题,不仅关注单一的网络游戏类别,而且旨在通过流量体验和结果预期来解释重玩意图,并探索控制点在该框架中的存在和作用。本研究对来自土耳其的 507 人进行了调查,并使用结构方程模型分析了收集的数据。主要发现是:“挑战”和“交互性”作为游戏中心流体验的代表确实对重播意图有积极影响,游戏玩家的功利和享乐结果期望与其重播意图呈正相关,而外部控制点调节了所有这些关系。因此,为游戏研究和游戏行业提供了各种影响和建议。

更新日期:2021-09-09
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