Proceedings of the 2018 2nd International Conference on Software and E-Business 2018
DOI: 10.1145/3301761.3301762
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Exploring Purchase and Repurchase Behavior in Online Mobile Games

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Cited by 3 publications
(4 citation statements)
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“…HG is measured in a social media environment by the extent to which users find it enjoyable and entertained. It is also closely related to users' attitudes and behaviours towards social media [7], [30]. Enjoyment, entertainment, escape and passing time are a few motives under HG [7], [31]- [33].…”
Section: Hedonic Gratificationmentioning
confidence: 99%
“…HG is measured in a social media environment by the extent to which users find it enjoyable and entertained. It is also closely related to users' attitudes and behaviours towards social media [7], [30]. Enjoyment, entertainment, escape and passing time are a few motives under HG [7], [31]- [33].…”
Section: Hedonic Gratificationmentioning
confidence: 99%
“…Research by Lee and Xiong (2018) found uses and gratification (achievement and self-presentation) to be positively related to buying behavior. In addition, the research by Hostenc et al, (2019) suggests that uses and gratifications have a positive effect on interest in using and purchase intentions.…”
Section: H2 Hedonic Gratification Has a Positive And Significant Effect On Perceived Valuementioning
confidence: 99%
“…Research by Lee and Xiong (2018) found that uses and gratifications (enjoyment, self-conformity, achievement, self-presentation) are positively related to buying behavior. Research conducted by Mahfuzra et al, (2018) obtained the results that the independent variable, namely uses gratification, had a positive and significant influence on the purchase of virtual items.…”
Section: H5: Social Gratification Has a Positive Effect On The Decision To Top Up Virtual Itemsmentioning
confidence: 99%
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