کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
1029174 | 942608 | 2012 | 11 صفحه PDF | دانلود رایگان |

This research models the relationship between self-efficacy, game purchase and usage. Four-hundred and ninety three consumers responded to a questionnaire. We deployed confirmatory factors analysis (CFA) and structural equation modeling (SEM) across 4 game types; original model (all games) and alternative models, Sports/Simulation/Driving, Role Playing Game/Massively Multiplayer Online Role-Playing Game/Strategy and Action/Adventure/Fighting. The impact of self-efficacy on usage and purchase was modeled both individually and simultaneously. For individual effects; models had adequate fit with Sports/Simulation/Driving showing an impact between self-efficacy on game usage and purchase. Our results showed no simultaneous relationship. We conclude that self-efficacy does impact usage or purchase but game type affects this relationship. Research implications are discussed.
Journal: Journal of Retailing and Consumer Services - Volume 19, Issue 1, January 2012, Pages 67–77