While online gaming has become immensely popular today, game developers and marketers face stiff competition. For gaming industries to remain profitable despite high development costs, they must promote players' continuance intention to play online games to accrue revenues via advertisement, subscription, and microtransactions. Drawing on the Social Cognitive Theory, the present research examines how social influence (Critical Mass and Subjective Norm) and personal cognition (Hedonic Outcome Expectations and Utilitarian Outcome Expectations) affect the continuance intention to play online games. Based on 150 valid responses from online gamers in Malaysia, the PLS-SEM analysis reveals that Hedonic Outcome Expectations and Utilitarian Outcome...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
The theoretical understanding of e-commerce has received much attention over the past years; however...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
It has long been a challenge for online game providers that, after playing a game for a certain peri...
It has long been a challenge for online game providers that, after playing a game for a certain peri...
It has long been a challenge for online game providers that online game players frequently switch to...
Malaysia intends to become a hub of digital games entertainment industries in the future. Malaysian ...
Purpose: This research aims to identify the factors influencing students’ continuance intention and ...
Online social games, played within social networks or games requiring social interaction with peers,...
Abstract—Online gaming market is thriving but accompanied with fierce competitions. Players ’ contin...
Business models integrating the internet into their value propositions have demonstrated varying lev...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
Some online games are prosperous and have attracted a large number of players, while others cannot s...
Purpose: The widespread use of the Internet and the increasing of sophisticated production of online...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
The theoretical understanding of e-commerce has received much attention over the past years; however...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
As the world moves into the web 2.0 era, everyone can connect virtually, and online game playing has...
It has long been a challenge for online game providers that, after playing a game for a certain peri...
It has long been a challenge for online game providers that, after playing a game for a certain peri...
It has long been a challenge for online game providers that online game players frequently switch to...
Malaysia intends to become a hub of digital games entertainment industries in the future. Malaysian ...
Purpose: This research aims to identify the factors influencing students’ continuance intention and ...
Online social games, played within social networks or games requiring social interaction with peers,...
Abstract—Online gaming market is thriving but accompanied with fierce competitions. Players ’ contin...
Business models integrating the internet into their value propositions have demonstrated varying lev...
This study examines influences on an individual’s intentions to use online game technologies. Data w...
Some online games are prosperous and have attracted a large number of players, while others cannot s...
Purpose: The widespread use of the Internet and the increasing of sophisticated production of online...
The electronic games market is one of the most profitable in the leisure segment, having surpassed t...
The theoretical understanding of e-commerce has received much attention over the past years; however...
This study has a purpose to investigate the adoption of online games technologies among adolescents...