This research-in-progress paper aims to propose a framework for predicting use continuance and subsequent in-game purchases in the context of online, free-to-play (F2P) mobile games. Using previous games research, we first propose Perceived Enjoyment (PE) and Use Continuance (UC) as the key predictors of Purchase Intention (PI). However, in order to extend the extant literature and generate practical insights for game developers into how to enhance the level of PE and UC generated by their games, we further explore the relations between a set of technical game features and their impact on users’ motivations for playing online F2P mobile games. Specifically, we look at three groups of features—connect, bonding, and share-in features—and test...
Purpose - This paper empirically examines the factors that influence the acceptance and use of mobil...
Playing video games is a popular way to spend time and mobile gaming is one of the most growing ente...
[[abstract]]With the prevalence of smartphone usage and consumers pay more attention on amusement.It...
Massively multiplayer online games (MMOGs) have been one of the fastest growing online entertainment...
The emergence of mobile technologies such as smartphones and tablets has given rise to the mobile ap...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
Attaining players has long been a focus of mobile gaming research, however, post-adoption behavior s...
This paper explores the concept of Continuation Desire fur-ther by investigating the behavioral inte...
Driven by the dominant Internet usage and the prospective profits from the game industry, especially...
Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged wi...
As the growth of game industry, only few Studies in mobile games, and also focused on pre-adopting w...
This study investigated individual traits as predictors of game enjoyment by including learning styl...
Understanding what motivates a gamer to pay to play a game could enhance the gaming industry. One of...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
This study investigated students’ perceptions of competence and enjoyment of a mobile game within th...
Purpose - This paper empirically examines the factors that influence the acceptance and use of mobil...
Playing video games is a popular way to spend time and mobile gaming is one of the most growing ente...
[[abstract]]With the prevalence of smartphone usage and consumers pay more attention on amusement.It...
Massively multiplayer online games (MMOGs) have been one of the fastest growing online entertainment...
The emergence of mobile technologies such as smartphones and tablets has given rise to the mobile ap...
Free-to-play games typically have a monetization model that relies on players to purchase in-game it...
Attaining players has long been a focus of mobile gaming research, however, post-adoption behavior s...
This paper explores the concept of Continuation Desire fur-ther by investigating the behavioral inte...
Driven by the dominant Internet usage and the prospective profits from the game industry, especially...
Recent years have witnessed rapid advancement in mobile entertainments. Online games have emerged wi...
As the growth of game industry, only few Studies in mobile games, and also focused on pre-adopting w...
This study investigated individual traits as predictors of game enjoyment by including learning styl...
Understanding what motivates a gamer to pay to play a game could enhance the gaming industry. One of...
Mobile games have produced almost half of total mobile application revenue. Freemium strategy is com...
This study investigated students’ perceptions of competence and enjoyment of a mobile game within th...
Purpose - This paper empirically examines the factors that influence the acceptance and use of mobil...
Playing video games is a popular way to spend time and mobile gaming is one of the most growing ente...
[[abstract]]With the prevalence of smartphone usage and consumers pay more attention on amusement.It...