Asset Details
MbrlCatalogueTitleDetail
Do you wish to reserve the book?
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
by
Mutum, Dilip S
, Ghazali, Ezlika M
, Woon, Mei Yuen
in
Augmentation
/ Augmented reality
/ Communities
/ Community involvement
/ Competition
/ Computer & video games
/ Computer Simulation
/ Enjoyment
/ Externality
/ Games
/ Gratification
/ Influence
/ Information systems
/ Intention
/ Internet
/ Interpersonal Relationship
/ Least squares
/ Literary Genres
/ Literature Reviews
/ Mass Media
/ Mass Media Use
/ Mediation
/ Model testing
/ Motivation
/ Nostalgia
/ Peer Acceptance
/ Psychological Needs
/ Reality
/ Social factors
/ Social Influences
/ Social interaction
/ Social networks
/ Social research
/ Structural equation modeling
/ Studies
/ Success
/ Video Games
/ Virtual communities
2019
Hey, we have placed the reservation for you!
By the way, why not check out events that you can attend while you pick your title.
You are currently in the queue to collect this book. You will be notified once it is your turn to collect the book.
Oops! Something went wrong.
Looks like we were not able to place the reservation. Kindly try again later.
Are you sure you want to remove the book from the shelf?
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
by
Mutum, Dilip S
, Ghazali, Ezlika M
, Woon, Mei Yuen
in
Augmentation
/ Augmented reality
/ Communities
/ Community involvement
/ Competition
/ Computer & video games
/ Computer Simulation
/ Enjoyment
/ Externality
/ Games
/ Gratification
/ Influence
/ Information systems
/ Intention
/ Internet
/ Interpersonal Relationship
/ Least squares
/ Literary Genres
/ Literature Reviews
/ Mass Media
/ Mass Media Use
/ Mediation
/ Model testing
/ Motivation
/ Nostalgia
/ Peer Acceptance
/ Psychological Needs
/ Reality
/ Social factors
/ Social Influences
/ Social interaction
/ Social networks
/ Social research
/ Structural equation modeling
/ Studies
/ Success
/ Video Games
/ Virtual communities
2019
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
Do you wish to request the book?
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
by
Mutum, Dilip S
, Ghazali, Ezlika M
, Woon, Mei Yuen
in
Augmentation
/ Augmented reality
/ Communities
/ Community involvement
/ Competition
/ Computer & video games
/ Computer Simulation
/ Enjoyment
/ Externality
/ Games
/ Gratification
/ Influence
/ Information systems
/ Intention
/ Internet
/ Interpersonal Relationship
/ Least squares
/ Literary Genres
/ Literature Reviews
/ Mass Media
/ Mass Media Use
/ Mediation
/ Model testing
/ Motivation
/ Nostalgia
/ Peer Acceptance
/ Psychological Needs
/ Reality
/ Social factors
/ Social Influences
/ Social interaction
/ Social networks
/ Social research
/ Structural equation modeling
/ Studies
/ Success
/ Video Games
/ Virtual communities
2019
Please be aware that the book you have requested cannot be checked out. If you would like to checkout this book, you can reserve another copy
We have requested the book for you!
Your request is successful and it will be processed during the Library working hours. Please check the status of your request in My Requests.
Oops! Something went wrong.
Looks like we were not able to place your request. Kindly try again later.
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
Journal Article
Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go
2019
Request Book From Autostore
and Choose the Collection Method
Overview
Purpose
The purpose of this paper is to investigate the mechanism by which uses and gratification (U&G) constructs predict continuance intention to play (ContInt) the augmented reality game Pokémon Go (PG), through multiple serial mediation technique, with enjoyment and flow as mediators. The model also integrates other motivational factors specific to PG, namely, network externality and nostalgia and investigates the process by which they influence ContInt through players’ inherent need-to-collect animated monsters and online community involvement, respectively.
Design/methodology/approach
The model was tested using 362 validated responses from an online survey of PG players in Malaysia. Partial least squares structural equation modeling was used to analyse the data. The predictive relevance of the model was tested via partial least squares-Predict.
Findings
ContInt is influenced through various mechanisms. Enjoyment is the most important mediator, mediating three U&G predictor constructs (achievement, escapism, challenge and social interaction) and the outcome ContInt. Flow did not have any influence on ContInt unless coupled with enjoyment as a serial mediator. Network externality and nostalgia were found to only influence ContInt through mediators, online community involvement and need-to-collect Pokémon Monsters, respectively. Overall, the results show evidence of four indirect-only mediation paths and one complementary partial mediation path.
Originality/value
Provides support for an integrated model incorporating psychological, social and gaming motivational factors. While most other studies focus on direct relationships, we focus on indirect relationships through multiple sequential mediation analysis, following the recent modern mediation analysis guidelines. Contrary to previous findings, flow was not an important factor in predicting ContInt for gaming and nostalgia does not link directly to ContInt.
MBRLCatalogueRelatedBooks
Related Items
Related Items
This website uses cookies to ensure you get the best experience on our website.