“Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant
With a highly competitive environment in the game industry brought about by the rise in developers and players worldwide, game companies are prompted to innovate on game elements that can retain and grow their player base. The study aimed to determine how Perceived Challenge (PC) and Needs Frustrati...
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oai:animorepository.dlsu.edu.ph:etdb_dsi-11582023-05-05T01:21:02Z “Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant Claro, Samuel Fernandez, Angela Taccad, Kristian With a highly competitive environment in the game industry brought about by the rise in developers and players worldwide, game companies are prompted to innovate on game elements that can retain and grow their player base. The study aimed to determine how Perceived Challenge (PC) and Needs Frustration (NF) can affect Gaming Loyalty (GL) if mediated by Gaming Motivation (GM). In order to do so, the research integrated a quantitative and correlational research design that adopted the scales of Denisova et al. (2019), Chen et al. (2014), Lafreniere et al. (2012), and Zeithaml et al. (1996). The use of descriptive statistics and structural equation modeling in the analysis of 402 responses rendered the following results: PC to GL (positive and significant), NF to GL (negative and significant), NF to GM (positive and significant), PC to GM (positive and significant), PC, GM, and NF to GL (positive and significant), GM partially mediates the associations between PC and GL, and NF and GL. Following the study’s findings, several implications and recommendations are made to support game companies in the innovation of game elements that incorporate the study’s variables, and for future research that can integrate qualitative methods and explore other variables that may be embedded in games to improve its layout and player base turnout. 2023-05-27T07:00:00Z text application/pdf https://animorepository.dlsu.edu.ph/etdb_dsi/148 https://animorepository.dlsu.edu.ph/context/etdb_dsi/article/1158/viewcontent/_Why_do_you_game2____The_impact_of_perceived_challenge_and_needs_f_Redacted.pdf Decision Sciences and Innovation Bachelor's Theses English Animo Repository Video gamers—Psychology Video games industry Other Business Psychology |
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Video gamers—Psychology Video games industry Other Business Psychology Claro, Samuel Fernandez, Angela Taccad, Kristian “Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant |
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With a highly competitive environment in the game industry brought about by the rise in developers and players worldwide, game companies are prompted to innovate on game elements that can retain and grow their player base. The study aimed to determine how Perceived Challenge (PC) and Needs Frustration (NF) can affect Gaming Loyalty (GL) if mediated by Gaming Motivation (GM). In order to do so, the research integrated a quantitative and correlational research design that adopted the scales of Denisova et al. (2019), Chen et al. (2014), Lafreniere et al. (2012), and Zeithaml et al. (1996). The use of descriptive statistics and structural equation modeling in the analysis of 402 responses rendered the following results: PC to GL (positive and significant), NF to GL (negative and significant), NF to GM (positive and significant), PC to GM (positive and significant), PC, GM, and NF to GL (positive and significant), GM partially mediates the associations between PC and GL, and NF and GL. Following the study’s findings, several implications and recommendations are made to support game companies in the innovation of game elements that incorporate the study’s variables, and for future research that can integrate qualitative methods and explore other variables that may be embedded in games to improve its layout and player base turnout. |
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Claro, Samuel Fernandez, Angela Taccad, Kristian |
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Claro, Samuel Fernandez, Angela Taccad, Kristian |
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Claro, Samuel |
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“Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant |
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“Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant |
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“Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant |
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“Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant |
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“Why do you game?”: The impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in Valorant |
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“why do you game?”: the impact of perceived challenge and needs frustration on gaming loyalty with the mediating role of gaming motivation in valorant |
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2023 |
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https://animorepository.dlsu.edu.ph/etdb_dsi/148 https://animorepository.dlsu.edu.ph/context/etdb_dsi/article/1158/viewcontent/_Why_do_you_game2____The_impact_of_perceived_challenge_and_needs_f_Redacted.pdf |
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