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dc.contributor.authorDavis, Robert
dc.contributor.authorLang, Bodo
dc.contributor.authorGautam, Neil
dc.date.accessioned2015-02-16T02:16:24Z
dc.date.available2015-02-16T02:16:24Z
dc.date.issued2013
dc.identifier.issn1066-2243
dc.identifier.urihttps://hdl.handle.net/10652/2565
dc.description.abstractPurpose – It is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage. Design/methodology/approach – This research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship. Findings – The paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption. Practical implications – Game development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect. Originality/value – This is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).en_NZ
dc.language.isoenen_NZ
dc.publisherEmerald Group Publishing Limiteden_NZ
dc.subjectutilitarian‐hedonic dual mediation model (UHDM)en_NZ
dc.subjectusageen_NZ
dc.subjectpurchaseen_NZ
dc.subjectgamesen_NZ
dc.subjectSEM Gameen_NZ
dc.subjectcfaen_NZ
dc.subjectconsumersen_NZ
dc.subjectconsumer behaviouren_NZ
dc.titleModelling utilitarian-hedonic dual mediation (UHDM) in the purchase and use of games.en_NZ
dc.typeJournal Articleen_NZ
dc.rights.holderEmerald Group Publishing Limiteden_NZ
dc.identifier.doihttp://dx.doi.org/10.1108/10662241311313330en_NZ
dc.subject.marsden150504 Marketing Measurementen_NZ
dc.identifier.bibliographicCitationDavis, R., Lang, B., and Gautam, I. (2013). Modelling utilitarian-hedonic dual mediation (UHDM) in the purchase and use of games. Internet research. 23 (2), 229-256.en_NZ
unitec.institutionUnitec Institute of Technologyen_NZ
unitec.publication.spage256en_NZ
unitec.publication.lpage229en_NZ
unitec.publication.volume23 (2)en_NZ
unitec.publication.titleInternet Researchen_NZ
unitec.peerreviewedyesen_NZ
unitec.identifier.roms54313en_NZ


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