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dc.creatorCai, Xiaoweies_ES
dc.creatorCebollada Calvo, Javieres_ES
dc.creatorCortiñas Ugalde, Mónicaes_ES
dc.date.accessioned2021-12-28T10:45:05Z
dc.date.available2021-12-28T10:45:05Z
dc.date.issued2021
dc.identifier.issn1875-9521
dc.identifier.urihttps://hdl.handle.net/2454/41502
dc.description.abstractThis paper intends to uncover whether mobile gaming is complemental or substitutable to traditional gaming. A human migration framework, the Push-Pull-Mooring, is adopted to the context of video game switching. A total of 340 valid samples were collected from Chinese video game forums. We applied K-mean clustering to find different video game player segments. We also applied Ordinary Least Squares (OLS) to estimate linear regression models for the whole sample and the identified segments. Results demonstrate that 7 of the 13 variables included in the conceptual model have a significant impact on the switching intention, which are Perceived expensiveness of traditional gaming(PE), Perceived flexibility of mobile gaming(PF), Perceived cost of lost benefits(PCLB), Perceived high performance of traditional gaming(PGP), Past traditional gaming experience(EXPT), Past mobile gaming experience(EXPM), and Ownership of hybrid consoles(OHC). Moreover, results from the clustering analysis show that there are two segments in our sample, labelled Unshakable stayer and Moderate intentional emigrant. Switching intention from traditional to mobile gaming is low across the whole sample, although there are differences between the segments. We conclude that traditional gaming is not being substituted by mobile gaming. In turn, mobile gaming serves a complementary role for the players of traditional gaming.en
dc.description.sponsorshipWe acknowledge financial support for this research from the Spanish Ministry of Education and Science [Project number: ECO2015-65393-R and PID2019-108554RB-I00] and the Public University of Navarre.en
dc.format.extent13 p.
dc.format.mimetypeapplication/pdfen
dc.language.isoengen
dc.publisherElsevieren
dc.relation.ispartofEntertainment Computingen
dc.rights© 2021 The Authors. Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 Internationales_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectK-mean clusteringen
dc.subjectLinear regressionen
dc.subjectPull-Pull-Mooring (PPM) theoryen
dc.subjectSwitching from traditional to mobile gamingen
dc.subjectVideo game player segmentationen
dc.titleFrom traditional gaming to mobile gaming: video game players' switching behaviouren
dc.typeArtículo / Artikuluaes
dc.typeinfo:eu-repo/semantics/articleen
dc.contributor.departmentGestión de Empresases_ES
dc.contributor.departmentEnpresen Kudeaketaeu
dc.rights.accessRightsinfo:eu-repo/semantics/openAccessen
dc.rights.accessRightsAcceso abierto / Sarbide irekiaes
dc.identifier.doi10.1016/j.entcom.2021.100445
dc.relation.projectIDinfo:eu-repo/grantAgreement/MINECO//ECO2015-65393-R/ES/en
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-108554RB-I00/ES/en
dc.relation.publisherversionhttp://doi.org/10.1016/j.entcom.2021.100445
dc.type.versioninfo:eu-repo/semantics/publishedVersionen
dc.type.versionVersión publicada / Argitaratu den bertsioaes
dc.contributor.funderUniversidad Pública de Navarra / Nafarroako Unibertsitate Publikoaes_ES


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© 2021 The Authors. Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
La licencia del ítem se describe como © 2021 The Authors. Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International

El Repositorio ha recibido la ayuda de la Fundación Española para la Ciencia y la Tecnología para la realización de actividades en el ámbito del fomento de la investigación científica de excelencia, en la Línea 2. Repositorios institucionales (convocatoria 2020-2021).
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