Students' experiential motives and intention to play online games
This study aims to examine the linkages between students' multi-dimensional experiential motives and intention to use online games. The study uses convenience sampling technique for sample selection of 210 respondents. Their participation was purely voluntary. Social affiliation was found as th...
Saved in:
Main Authors: | , , , , , |
---|---|
Format: | Book Chapter |
Language: | English |
Published: |
IGI Global
2016
|
Subjects: | |
Online Access: | https://eprints.ums.edu.my/id/eprint/20079/1/Students%20experiential%20motives%20and%20intention%20to%20play%20online%20games.pdf https://eprints.ums.edu.my/id/eprint/20079/ https://doi.org/10.4018/978-1-5225-0746-8.ch016 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
my.ums.eprints.20079 |
---|---|
record_format |
eprints |
spelling |
my.ums.eprints.200792018-05-21T05:26:32Z https://eprints.ums.edu.my/id/eprint/20079/ Students' experiential motives and intention to play online games Fung, Pang ka Tan, Huan Shee Thilagawathy Sankaran Ravin Nagarajan Chan, Mary Siew Choo Aydawaty Mohd Ali BF Psychology This study aims to examine the linkages between students' multi-dimensional experiential motives and intention to use online games. The study uses convenience sampling technique for sample selection of 210 respondents. Their participation was purely voluntary. Social affiliation was found as the most influential factor in the objective to play online games among students. However, enjoyment insignificantly related with the purpose to play online games. This research contributes significantly to the online gaming industry, and marketers in boosting their profit within undergraduate by know which aspect they look into when having an intention on online gaming. The proposed framework can be the basis for further research to investigate again the intention to play online games. IGI Global 2016 Book Chapter NonPeerReviewed text en https://eprints.ums.edu.my/id/eprint/20079/1/Students%20experiential%20motives%20and%20intention%20to%20play%20online%20games.pdf Fung, Pang ka and Tan, Huan Shee and Thilagawathy Sankaran and Ravin Nagarajan and Chan, Mary Siew Choo and Aydawaty Mohd Ali (2016) Students' experiential motives and intention to play online games. Handbook of Research on Leveraging Consumer Psychology for Effective Customer Engagement. pp. 245-258. https://doi.org/10.4018/978-1-5225-0746-8.ch016 |
institution |
Universiti Malaysia Sabah |
building |
UMS Library |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
Universiti Malaysia Sabah |
content_source |
UMS Institutional Repository |
url_provider |
http://eprints.ums.edu.my/ |
language |
English |
topic |
BF Psychology |
spellingShingle |
BF Psychology Fung, Pang ka Tan, Huan Shee Thilagawathy Sankaran Ravin Nagarajan Chan, Mary Siew Choo Aydawaty Mohd Ali Students' experiential motives and intention to play online games |
description |
This study aims to examine the linkages between students' multi-dimensional experiential motives and intention to use online games. The study uses convenience sampling technique for sample selection of 210 respondents. Their participation was purely voluntary. Social affiliation was found as the most influential factor in the objective to play online games among students. However, enjoyment insignificantly related with the purpose to play online games. This research contributes significantly to the online gaming industry, and marketers in boosting their profit within undergraduate by know which aspect they look into when having an intention on online gaming. The proposed framework can be the basis for further research to investigate again the intention to play online games. |
format |
Book Chapter |
author |
Fung, Pang ka Tan, Huan Shee Thilagawathy Sankaran Ravin Nagarajan Chan, Mary Siew Choo Aydawaty Mohd Ali |
author_facet |
Fung, Pang ka Tan, Huan Shee Thilagawathy Sankaran Ravin Nagarajan Chan, Mary Siew Choo Aydawaty Mohd Ali |
author_sort |
Fung, Pang ka |
title |
Students' experiential motives and intention to play online games |
title_short |
Students' experiential motives and intention to play online games |
title_full |
Students' experiential motives and intention to play online games |
title_fullStr |
Students' experiential motives and intention to play online games |
title_full_unstemmed |
Students' experiential motives and intention to play online games |
title_sort |
students' experiential motives and intention to play online games |
publisher |
IGI Global |
publishDate |
2016 |
url |
https://eprints.ums.edu.my/id/eprint/20079/1/Students%20experiential%20motives%20and%20intention%20to%20play%20online%20games.pdf https://eprints.ums.edu.my/id/eprint/20079/ https://doi.org/10.4018/978-1-5225-0746-8.ch016 |
_version_ |
1760229667291267072 |
score |
13.211869 |