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2021
DOI: 10.1002/mar.21469
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Competitors' envy, gamers' pride: An exploration of gamers' divergent behavior

Abstract: Cheating in games has existed since the beginning of video games. The landscape of gaming and cheating has changed profoundly with its migration to the online environment. This study aims to investigate the unethical behavioral intention of online gamers. The Theory of Planned Behavior and Social Comparison Theory is used to develop a comprehensive framework to understand gamers' cheating intention. This study employs a quantitative approach to collect data from 404 gamers using a random sampling technique. Re… Show more

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Cited by 31 publications
(36 citation statements)
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References 90 publications
(203 reference statements)
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“…According to Podsakoff, et al [66], this reduces the respondents' apprehensions and increases honest responses. Second, using online surveys over traditional surveys also reduces social desirability bias [64]. Harman's single factor test was employed to confirm the absence of social desirability bias issues despite taking these preventive measures.…”
Section: Common Methods Biasmentioning
confidence: 99%
See 1 more Smart Citation
“…According to Podsakoff, et al [66], this reduces the respondents' apprehensions and increases honest responses. Second, using online surveys over traditional surveys also reduces social desirability bias [64]. Harman's single factor test was employed to confirm the absence of social desirability bias issues despite taking these preventive measures.…”
Section: Common Methods Biasmentioning
confidence: 99%
“…The online data collection is also justified due to the restrictions on movement imposed due to the COVID-19 pandemic. A similar data collection method has been used by other studies conducted in Fiji [62][63][64]. The survey contained screening questions to ensure that the respondents were indeed business owners of SMEs.…”
Section: Coercive Isomorphismmentioning
confidence: 99%
“…Research on digital gaming has been evident in journals across various fields including science, business and humanities. A recent special issue from Psychology & Marketing on “Digital Gaming and Marketing” (Phau et al,) has published papers in the area of virtual reality games (Bender & Sung, 2021), gamification via mobile applications (Kunkel et al, 2021), gamers’ divergent behaviour (Sharma et al, 2021), game mechanics and serous games for sustainability (Whittaker et al, 2021), game streaming (Yoganathan et al, 2021), game experience (Wang & Hang, 2021), and AI powered avatar (Butt et al, 2021). While searching in the databases, we came across hundreds of journals that published papers on digital games.…”
Section: Publication Trendmentioning
confidence: 99%
“… Liao et al (2020) highlighted that a limitation of the study was the homogeneity of the cultural setting and called for future studies to consider the effect of culture. Differences in legal, economic, infrastructure, technological, and cultural factors influence individuals’ behaviour ( Sharma et al, 2021a , Singh et al, 2021b ). Testing theories, models, and relationships in different country settings generate more insights and increases the generalizability of findings ( Sharma et al, 2021b , Singh et al, 2021a ).…”
Section: Discussionmentioning
confidence: 99%