Abstract
Despite the huge growth potential that has been predicted for mobile game continuous usage intention, little is known about what motives users to be sticky under the mobile game context. Drawing on the Uses and Gratifications theory (UGT), this study aims to investigate the influencing effects of players’ characteristics and the mobile game structures on players’ mobile game behavior (e.g. stickiness). After surveying 439 samples, the research model is tested with Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that both individual gratifications and mobile game presence positively affect users’ stickiness. Furthermore, we find that leisure boredom of individual situations and integration of mobile game governance positively affect users’ stickiness. The results provide further insights into the design and governance strategies of mobile games.
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Appendix A. Constructs and items
Appendix A. Constructs and items
Measurement Items | |
---|---|
Hedonic Gratification | Items adapted from Li et al. (2015) |
HG1 | It’s exciting to play the mobile game |
HG2 | Playing the mobile game gives me a lot of pleasure |
HG3 | I play the mobile game because I can’t do in real life |
HG4 | Mobile games allow me to pretend I am someone/somewhere else |
HG5 | I play mobile games when I feel frustrated |
HG6 | Playing mobile games is best way to block off the world around me |
Utilitarian Gratification | Items adapted from Li et al. (2015) |
UG1 | I feel that it is important to beat others in the mobile game |
UG2 | I have more power than other players in the mobile game |
UG3 | I have items/equipment which are better than those of other players’ in the mobile game |
UG4 | I play the mobile game, because I want other players in this game to perceive me as skilled |
UG5 | I play the mobile game, because I want other players in this game to perceive me as friendly |
Loneliness | Items adapted from Russell (1996) |
LS1 | I feel lonely |
LS2 | I feel that I am no longer in tune with the people around me |
LS3 | I feel that there are no one I can talk to |
Leisure Boredom | Items adapted from Iso-Ahola and Weissinger (1990) |
LB1 | For me, leisure time just drags on and on |
LB2 | Leisure time is boring |
LB3 | In my leisure time, I don't know what else to do |
LB4 | In my leisure time, I don't know what I want to do |
LB5 | Leisure time activities do not excite me |
Spatial Presence | Items adapted from Wu et al. (2010) |
SPP1 | The mobile game comes to me and became part of my world |
SPP2 | The mobile game creates a new world for me, and the world disappears when I disconnect the mobile game |
SPP3 | The mobile game created an extension of my world, and part of my world disappeared when I disconnect the mobile game |
SPP4 | During the mobile game I feel like I am in the world the game created |
Social Presence | Items adapted from Wu et al. (2010) |
SCP1 | When I see that other players are confused, I offer help |
SCP2 | I trust that other players in the mobile game will help me if I need it |
SCP3 | I feel connected to other players in the mobile game environment |
SCP4 | In my interactions with other players, I am able to show what kind of player/person I really am |
SCP5 | I feel like I am a member of a community during the game playing |
Incentives | Items adapted from Bhattacherjee (2001) |
IC1 | I get rewards for my purchase in the mobile game, such as double the recharge |
IC2 | The mobile game offers incentives for my continued use, such as continuous sign-in rewards |
IC3 | Mobile games will reward me with virtual or physical objects (such as equipment, skins, game related products, etc.) |
Integration | |
IT1 | The mobile game publishers expect me to follow a sequence of steps toward the accomplishment of specific goals (e.g. guiding players to establish mentoring and alliance relationships with other players in the game) |
IT2 | The mobile game publishers use pre-established targets (e.g. the degree of interaction with others in the game) as benchmarks for my performance evaluation |
IT3 | The mobile game publishers actively construct ways for players to communicate (e.g. communication channels in the game, the virtual community) |
IT4 | The mobile game publishers want me to understand the mobile game’s goals, values and norms |
Stickiness | Items adapted from Lin (2007) |
SN1 | I would stay a longer time on this mobile game than other games |
SN2 | I intend to prolong my stay on this mobile game |
SN3 | I would visit this mobile game as often as I can |
SN4 | I intend to open this mobile game every time I use the phone |
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Chi, M., Wang, Y., Ma, H. (2022). What Drives Mobile Game Stickiness? A Perspective from Uses and Gratifications Theory. In: Salvendy, G., Wei, J. (eds) Design, Operation and Evaluation of Mobile Communications. HCII 2022. Lecture Notes in Computer Science, vol 13337. Springer, Cham. https://doi.org/10.1007/978-3-031-05014-5_11
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