2013
DOI: 10.2753/jec1086-4415170401
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Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model

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Cited by 94 publications
(76 citation statements)
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References 68 publications
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“…Psychological ownership is comparable to a sense of possession, allowing people to see the goal as an extension of themselves; it affects people's motivation and attitude and ultimately leads to a behavior. In information systems literature, scholars reported that the state of psychological ownership stimulated a person's acceptance of the system [50], commitment to playing online games [51], and intention to increase their participation in the virtual world. In virtual collaborative circumstances (e.g., virtual communities), participants' psychological ownership is of critical significance as it noticeably enhances their relationships with communities [52][53][54].…”
Section: Psychological Ownershipmentioning
confidence: 99%
“…Psychological ownership is comparable to a sense of possession, allowing people to see the goal as an extension of themselves; it affects people's motivation and attitude and ultimately leads to a behavior. In information systems literature, scholars reported that the state of psychological ownership stimulated a person's acceptance of the system [50], commitment to playing online games [51], and intention to increase their participation in the virtual world. In virtual collaborative circumstances (e.g., virtual communities), participants' psychological ownership is of critical significance as it noticeably enhances their relationships with communities [52][53][54].…”
Section: Psychological Ownershipmentioning
confidence: 99%
“…For example, Pierce et al () showed that individuals with high psychological ownership demonstrated a high level of resistance to change. In the information systems literature, scholars found that the state of psychological ownership promoted one's acceptance of a system (Barki et al, ), commitment to online game playing (Moon, Hossain, Sanders, Garrity, & Jo, ), and use intention and more participation in the virtual world (Chen & Hitt, ; Lee & Chen, ). In a virtual collaboration environment (eg, virtual community), participants' psychological ownership is critical because it significantly enhances their relationship with the community (Karahanna, Xu, & Zhang, ; Lee & Chen, ; Lee & Suh, ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Facebook's popularity is in a large part based on the loyalty its users attach to the content and contacts they have curated through its pages (Casadesus-Masanell & Ricart 2011;Keen and Williams 2013). Likewise loyalty to game platforms is in part due to in-game achievements stored in users' accounts (Castranova 2008;Moon, Hossain, Sanders, Garrity & Jo 2013). For consumers DCOs seem to become highly valued possessions, as already noted in archival practices (Kirk & Sellen 2010), the transformation of digital commodities into meaningful possessions (Denegri-Knott, Watkins & Wood 2012;Watkins & Molesworth 2012), teenager's treasured digital possessions (Odom, Zimmerman & Forlizzi 2011) and digital heirlooms (Kirk and Banks 2002).…”
Section: Introductionmentioning
confidence: 96%