Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming

被引:8
|
作者
Qian, Tyreal Yizhou [1 ]
Yu, Bo [2 ]
Matz, Robbie [3 ]
Luo, Lei [4 ,5 ]
Xu, Chenglong [4 ]
机构
[1] Louisiana State Univ, Sch Kinesiol, Baton Rouge, LA USA
[2] Univ New Haven, Pompea Coll Business, West Haven, CT USA
[3] Belmont Univ, Mike Curb Coll Entertainment & Mus Business, Nashville, TN USA
[4] Shanghai Univ Sport, Sch Econ & Management, Shanghai, Peoples R China
[5] Shanghai Univ Sport, Sch Econ & Management, Shanghai 200438, Peoples R China
关键词
Game; Technology acceptance model; PLS-SEM; FIMIX-PLS; PLS-POS; TECHNOLOGY ACCEPTANCE MODEL; PLS-SEM; USER ACCEPTANCE; PERCEIVED EASE; INFORMATION-TECHNOLOGY; MODERATING ROLE; VIDEO GAMES; ENGAGEMENT; SYSTEMS; IMPACT;
D O I
10.1016/j.tele.2023.102062
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamifi-cation dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model's paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial im-plications were discussed accordingly.
引用
收藏
页数:16
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