Please use this identifier to cite or link to this item: https://ah.nccu.edu.tw/handle/140.119/139790


Title: Online to Offline Social Interaction on Gaming Motivations
Authors: 陳立民
Chen, Li-Ming
Chang, Wei-Lun
Hsieh, Yen-Hao
Contributors: 企管系
Keywords: Cybernetics;Sociocybernetics;Social interaction
Date: 2021-08
Issue Date: 2022-04-11 13:45:15 (UTC+8)
Abstract: Purpose – This research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players. Design/methodology/approach – This study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization. Findings – Teamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life. Research limitations/implications – More samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior. Practical implications – The authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player’s journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment. Originality/value – This research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.
Relation: Kybernetes
Data Type: article
DOI 連結: https://doi.org/10.1108/k-02-2021-0156
Appears in Collections:[企業管理學系] 期刊論文

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