Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents
By Dongseong Choi, Jinwoo Kim. Cyberpsychology, Behavior, and Social Networking, 2004
703 citations recorded by the source corpus.
Subfields: Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/945c54db792ca10ff0b3bef1648d42ec8dc6aa2a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Information Systems and Management
- Heather L. O'Brien
- Paul Benjamin Lowry
- Tom L. Roberts Jr.
- Bryan I. Hammer
- Elaine G. Toms
- Mikki Hoang Phan
- Ofir Turel
- Yufei Yuan
In Sociology and Political Science
- Heather L. O'Brien
- Tom L. Roberts Jr.
- Elaine G. Toms
- Mikki Hoang Phan
- Ofir Turel
- Yufei Yuan
- Paul Benjamin Lowry
- Bryan I. Hammer
Citations in the corpus
- Exploring user experiences as predictors of MMORPG addiction (2009, background): “In most MMORPGs, users need to spend a lot of time to progress their character because higher levels allow the characters to use more powerful equipment and skills.”
- What is user engagement? A conceptual framework for defining user engagement with technology (2008, positive): “A number of these same attributes (e.g., feedback, intrinsic motivation, fun, user control, and interactivity) have been studied in video games (Carroll & Thomas, 1988; Vorderer, Hartmann, & Klimmt, 2003; Choi & Kim, 2004).”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, methodology): “However, relying solely on joy to represent intrinsic motivation exaggerates the role of joy while ignoring other aspects of intrinsic motivation (e.g., Choi & Kim, 2004; Hsu, Chiu, & Ju, 2004; Hsu & Lu, 2004; Hsu & Lu, 2007; Jegers, 2007; Reiss, 2004; Sweetser & Wyeth, 2005).”
- Why smartphone advertising attracts customers: A model of Web advertising, flow, and personalization (2014, methodology): “The issue of flow has been employed to explain the use of software and the internet (Agarwal & Karahanna, 2000; Drengner, Gaus, & Jahn, 2008; Rettie, 2001), and online games (Choi & Kim, 2004; Hsu & Lu, 2004; Li, 2008).”
- What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty (2016, background): “In payment behavior studies, perceived value and loyalty are recognized as the main determinants of payment intention (Choi and Kim 2004; Rauyruen and Miller 2009; Lu and Hsiao 2010; Hsu and Lin 2015).”
- The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016, background): “Notably, many researchers viewed the principles of flow to be the underlying mechanisms of game enjoyment and engagement (e.g., Chen, 2007; Choi & Kim, 2004; Fang, Zhang, & Chan, 2013; Fu et al., 2009; Jones, 1998; Sherry, 2004; Sweetser & Wyeth, 2005).”
- The effect of simulation games on the learning of computational problem solving (2011, background): “As game-playing is regarded as a problem solving process (Choi & Kim, 2004) and has potential to promote the flow experience, games provide “a means to offer possibilities to students to set personal goals, to actively handle and gather information, and monitor and evaluate problem solving…”
- Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007, positive): “14,15 Seemingly, MMORPG play leads to much greater usage, worse reported health and sleep, and possibly some problems in academic and social life.”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, methodology): “Representing the brief questionnaires, a six-tem questionnaire was developed by Choi and Kim (2004), to measure what these researchers conceptualized as flow while playing online computer games.”
- Online game addiction among adolescents: motivation and prevention factors (2012, background): “Online video games have become a popular form of electronic entertainment, especially among children and adolescents (Griffiths et al, 2003, 2004; Choi & Kim, 2004).”