Location
Hilton Waikoloa Village, Hawaii
Event Website
http://www.hicss.hawaii.edu
Start Date
1-4-2017
End Date
1-7-2017
Description
While some service providers of Massively Multiplayer Online Role-Playing Games (MMORPGs) lose significant numbers of players over time, others maintain a strong growth trajectory. Drawing from the Uses and Gratifications Theory and the Need to Belong theory, we believe that an individual’s Perceived Belonging (i.e., the degree to which a person feels connected to and accepted by others) positively influences his/her Actual MMORPG Usage, i.e., how often he/she plays MMORPGs. After collecting 71 online questionnaires and applying a structural equation modeling approach, we found that Perceived Belonging’s positive influence on Actual MMORPG Usage is fully mediated by Perceived Enjoyment. Overall, our study suggests that MMORPG service providers should include belonging-oriented aspects into their games, such as the possibility of interacting and cooperating with other players, in order to increase individuals’ game usage through their Perceived Belonging.
The Influence of Perceived Belonging on Massively Multiplayer Online Role-Playing Games
Hilton Waikoloa Village, Hawaii
While some service providers of Massively Multiplayer Online Role-Playing Games (MMORPGs) lose significant numbers of players over time, others maintain a strong growth trajectory. Drawing from the Uses and Gratifications Theory and the Need to Belong theory, we believe that an individual’s Perceived Belonging (i.e., the degree to which a person feels connected to and accepted by others) positively influences his/her Actual MMORPG Usage, i.e., how often he/she plays MMORPGs. After collecting 71 online questionnaires and applying a structural equation modeling approach, we found that Perceived Belonging’s positive influence on Actual MMORPG Usage is fully mediated by Perceived Enjoyment. Overall, our study suggests that MMORPG service providers should include belonging-oriented aspects into their games, such as the possibility of interacting and cooperating with other players, in order to increase individuals’ game usage through their Perceived Belonging.
https://aisel.aisnet.org/hicss-50/in/online_games/3