Exploring experiential value in online mobile gaming adoption
Author
Okazaki, ShintaroEntity
UAM. Departamento de Financiación e Investigación ComercialDate
2008-10-01Citation
10.1089/cpb.2007.0202
Cyberpsychology & Behavior 11.5 (2008): 619-622
ISSN
1094-9313DOI
10.1089/cpb.2007.0202Funded by
This research was supported by a grant from the Telecommunications Advancement Foundation (Japan)Editor's Version
http://dx.doi.org/10.1089/cpb.2007.0202Subjects
Online mobile gaming industry; Economía; EmpresaRights
© Mary Ann Liebert, Inc.Abstract
Despite the growing importance of the online mobile gaming industry, little research has been undertaken to
explain why consumers engage in this ubiquitous entertainment. This study attempts to develop an instrument
to measure experiential value in online mobile gaming adoption. The proposed scale consists of seven first-order
factors of experiential value: intrinsic enjoyment, escapism, efficiency, economic value, visual appeal, perceived
novelty, and perceived risklessness. The survey obtained 164 usable responses from Japanese college
students. The empirical data fit our first-order model well, indicating a high level of reliability as well as convergent
and discriminant validity. The single second-order model also shows an acceptable model fit.
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