In previous research on in-app purchasing, one of the revenue sources for mobile games focuses on users' unilateral relationships, such as their achievement, loyalty, and perception. However, little has been discussed about the commercial impact of the bilateral relationship. We extend discussions by examining an unprecedented issue, that is, the role of the bilateral relationships between users and mobile game companies in increasing in-app purchasing intention. We borrow from the business literature and psychology to hypothesize that when mobile game users co-create value with a mobile game company, their psychological ownership of the mobile game increases, which in turn increases their in-app purchasing intentions. To test this hypothesis, we conducted a carefully designed study by recruiting eighty-six Chinese game users. Half of the participants were exposed to an imaginary mobile game whose interface allowed them to co-create value with the mobile game company and the other half were exposed to an identical mobile game whose interface did not. We recruited participants from the two online platforms in which Chinese mobile game players gather-Weibo and WeChat Moment. Using SPSS 26, we conducted an independent samples test to test the effect of value co-creation and employed Hayes Model 4 to test whether psychological ownership mediated the relationship between value co-creation and in-app purchasing intention. We found that (1) when participants were allowed to co-create value, their in-app purchasing intentions increased, and (2) the relationship between value co-creation and in-app purchasing intention was mediated by psychological ownership. Our findings provide fresh insights for mobile game designers and marketers.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC10045084 | PMC |
http://dx.doi.org/10.3390/bs13030205 | DOI Listing |
Addict Behav
January 2025
Department of Psychology, University of Houston, Houston, TX, United States.
Despite various intervention efforts, college drinking remains a concern, and while personalized normative feedback (PNF) has proven effective, attempts to deliver it in a way that minimizes reactance and maximizes student engagement have been slow to emerge. This study examined the short-term effects of CampusGandr, a mobile gamified PNF intervention for college students. The game took place over 16 weeks (1 round per week) during the fall semester and included weekly PNF on various topics related to college life, including alcohol.
View Article and Find Full Text PDFSensors (Basel)
December 2024
Department of Physical Activity and Rehabilitation Sciences, University of Liege, 4000 Liege, Belgium.
People with fibromyalgia syndrome (FMS) may have difficulty attending rehabilitation sessions. We investigated the feasibility (adherence and satisfaction) of implementing an 8-week home-based somatosensory, entirely remote, self-training programme using the TrainPain smartphone app in people with FMS. The secondary aim was to evaluate the effect on pain symptoms.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Interaction Design, National Taipei University of Technology, Rm.701-4, Design Building, No.1, Sec.3, Chung-hsiao E. Rd, Taipei, 10608, Taiwan, 886 912-595408, 886 2-87732913.
Background: Complications due to dysphagia are increasingly prevalent among older adults; however, the tediousness and complexity of conventional tongue rehabilitation treatments affect their willingness to rehabilitate. It is unclear whether integrating gameplay into a tongue training app is a feasible approach to rehabilitation.
Objective: Tongue training has been proven helpful for dysphagia treatment.
Nurse Educ Today
December 2024
Eskişehir Osmangazi University, Faculty of Health Sciences, Midwifery Department, Meşelik Campus, Eskişehir, Turkey.
Background: The skills required to safely manage vaginal breech birth are declining among healthcare professionals, while midwifery students have limited practice opportunities due to its rarity. Innovative techniques, such as simulation and gamification, have the potential to enhance the acquisition of these essential skills.
Aim: This study has two aims.
Sensors (Basel)
December 2024
School of Computer Science and Engineering, Northeastern University, Shenyang 110000, China.
Natural disasters cause significant losses. Unmanned aerial vehicles (UAVs) are valuable in rescue missions but need to offload tasks to edge servers due to their limited computing power and battery life. This study proposes a task offloading decision algorithm called the multi-agent deep deterministic policy gradient with cooperation and experience replay (CER-MADDPG), which is based on multi-agent reinforcement learning for UAV computation offloading.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!