Factors on the Intention to Purchase Charged Items in Mobile Social Network Game
Author(s) -
Jae Min Kim,
Young Joo Lee,
Hye Won Lee
Publication year - 2014
Publication title -
the journal of the korea contents association
Language(s) - English
Resource type - Journals
eISSN - 2508-6723
pISSN - 1598-4877
DOI - 10.5392/jkca.2014.14.01.165
Subject(s) - psychology , social competence , pace , social network (sociolinguistics) , social psychology , social relation , competence (human resources) , social influence , computer science , social change , social media , economics , geodesy , economic growth , geography , world wide web
Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users` flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.
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