2021
DOI: 10.1108/intr-04-2020-0208
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We-intention to continue playing mobile multiplayer games: the role of social play habit

Abstract: PurposeThe purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.Design/methodology/approachDrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.FindingsThe re… Show more

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Cited by 20 publications
(21 citation statements)
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“…The number of matches that a player has played in the season (Kim et al, 2018) Once players identify their SNS friends' identity, they tend to interact with SNS friends such as through gifting, greeting, and inviting them to form a squad and fight together in the game (Li & Suh, 2021). Compared to teaming up with strangers, a player would be more excited and passionate when recognising that (s)he is playing with SNS friends (Perry et al, 2018;Verheijen et al, 2019).…”
Section: Play Performancementioning
confidence: 99%
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“…The number of matches that a player has played in the season (Kim et al, 2018) Once players identify their SNS friends' identity, they tend to interact with SNS friends such as through gifting, greeting, and inviting them to form a squad and fight together in the game (Li & Suh, 2021). Compared to teaming up with strangers, a player would be more excited and passionate when recognising that (s)he is playing with SNS friends (Perry et al, 2018;Verheijen et al, 2019).…”
Section: Play Performancementioning
confidence: 99%
“…It is an extremely reliable metric for determining a game application's attractiveness over a period of time, as well as its viability for the future. How to increase players' game frequency or continuance play has always been a major concern for IS literature and game practitioners (Fu et al, 2017; Li & Suh, 2021). MMOGs are most associated with competition.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
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“…Baik penelitian terkait intensi bermain maupun intensi pembelian barang virtual dalam game. Li dan Suh (2021) membahas intensi bermain untuk mobile multiplayer game. Abbasi et al (2021) mengidentifikasi berbagai faktor penyebab konsumsi mobile game genre MOBA.…”
Section: Introductionunclassified