Abstract

One of the key success factors in video game industry, including multiplayer video game (MVG), is the user’s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly inconvenient issue. Thus, maintaining the user’s enthusiasm in playing MVG for a long time is challenging for most games. The solution to prolong the users’ engagement can be initiated by identifying all factors that facilitate the continuance use of playing MVG. This study applied uses and gratifications theory to examine seven variables (enjoyment, fantasy, escapism, social interaction, social presence, achievement, and self-presentation) and the moderating effects of age and gender on the MVG continuance intention. The data analysis and the model development were tested based on Partial Least Square method using the responses of 453 MVG users. The results revealed that enjoyment, fantasy, social interaction, achievement, and self-presentation significantly affected the continuance intention of playing MVG, with enjoyment being the strongest variable. The result also demonstrated the moderating effect of age and gender on the relation between independent variables and continuance intention. The results and findings offered additional insights into the system development to enhance the information system application.

Highlights

  • One of the most essential technological innovations that have been integrated in human lives is information systems

  • To develop a robust solution for user’s engagement problems, this study aims to identify the factors that affect the continuance intention of playing multiplayer video games based on uses and gratifications theory

  • This study explores what factors influence game users to engage in playing multiplayer video games based on uses and gratifications theory

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Summary

Introduction

One of the most essential technological innovations that have been integrated in human lives is information systems. One of the most developed and widely-used hedonic information systems is multiplayer video game (MVG). This game rapidly expands as it offers entertainment, social interaction, and economic benefits. The number of online game players has increased at a rapid rate as well This situation has led to a competitive market for online games, especially multiplayer video games. The users or gamers can shift to another game as soon as they discover a slightly inconvenient issue [5]. They may change to another game because they want to try new game experiences [6], they find unresolved technical problems (e.g., error, flat game scenario), or they perceived that they have finished all challenges in the game. The solutions to prolong the users’ engagement can be initiated by identifying all contributing factors that facilitates the continuance use of a system

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