2016
DOI: 10.1080/21639159.2016.1174538
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Role of user-created programs in online game consumer behavior

Abstract: This article reports a study investigating value co-creation in online games through fan-created mods for effects on motivations, experiences, attitudes, and satisfaction. A study of 95 World of Tank players shows that user-created mod programs directly and positively influence players' experiences and attitudes and also indirectly influence satisfaction. The study provides insights showing that mods benefit both game companies and players. Online game companies can use the results of this study to better unde… Show more

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Cited by 7 publications
(4 citation statements)
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References 48 publications
(59 reference statements)
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“…Moreover, mobile devices and wireless internet enable individuals to play games wherever they are. Eventually, such conditions help individuals to overcome their negative mood and induce positive emotions (Kim et al , 2016; Wei and Lu, 2014).…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Moreover, mobile devices and wireless internet enable individuals to play games wherever they are. Eventually, such conditions help individuals to overcome their negative mood and induce positive emotions (Kim et al , 2016; Wei and Lu, 2014).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Games allow users to interact more actively with the media and other users than TV programs and music do (Bryant and Zillmann, 1984; Knobloch and Zillmann, 2002; Reinecke, 2017). Further, games help individuals to escape or gain relief from negative mood states such as boredom and stress, reinforce a positive mood status such as excitement and happiness (Wei and Lu, 2014; Kim et al , 2016) and enable users to experience increased pleasure and arousal (Bae et al , 2016; Li et al , 2018). Prior research mostly centered on the impact of online and video games on mood management, stressing the affective value of games as core products (Bae et al , 2016; Kim et al , 2016; Li et al , 2018; Wei and Lu, 2014), and paid less attention to game items.…”
Section: Introductionmentioning
confidence: 99%
“…It is observed that video game publishers are increasingly reliant on usergenerated professional quality audio-visual derivative works at a reasonably low cost (Hayes, 2008). In the literature, there is also a discussion of how the possibility of online co-creation positively impacts gamers' satisfaction, attitudes and experiences (Kim, Kim & Lee, 2016;Postigo, 2007), whilst encouraging their innovativeness (Antorini & Muñiz Jr, 2013;Fuller, Jawecki & Muhlerbacher, 2007). As a result (Ransbotham, Kane & Lurie, 2011;Baldwin & Hippel, 2011), products and brands in various sectors have benefitted from such user-created content (Jeppesen & Frederiksen, 2006;Schau, Muniz & Arnould, 2009).…”
Section: Quality and User-generated Contentmentioning
confidence: 99%
“…The second and satisfaction (Kim, Kim & Lee, 2016;Postigo, 2007). User communities also have a great potential to bring valuable novel product ideas and innovations (Antorini & Muñiz Jr, 2013).…”
Section: Anything That Is Free May Not Have a Value (Kumar) The Promentioning
confidence: 99%