TY - GEN
T1 - Massively multiplayer online role-playing games (MMORPGs) and commitment behavior
T2 - 13th Americas Conference on Information Systems, AMCIS 2007
AU - Jo, Sooran
AU - Moon, Junghoon
AU - Garrity, Edward J.
AU - Lawrence Sanders, G.
PY - 2007
Y1 - 2007
N2 - The Massively Multiplayer Role-Playing Game (MMORPG) phenomena have generated significant interest on the part of consumers and software publishers. While there have been many efforts to improve the quality of the games in terms of technology (e.g. graphics, networking, etc.), little effort or research has been extended towards identifying business applications of MMORPG. The main goal of this study is to identify the factors that influence game players to commit themselves to MMORPGs. Nor has there been any research effort directed at identifying lock-in strategies for MMORPGs To achieve this goal, we propose two different lock-in strategies: (1) A control-Enhancing Strategy, based on both Control Theory and Psychological Ownership Theory, and (2) An interaction-Enhancing Strategy, based on both Symbolic Interaction Theory and Social Identity Theory. In this paper we report the results of an empirical study that examines the effectiveness of these two strategies. A structural equation model is developed to test the massively Multiplayer Online Role-Playing Games (MMORPGs) and Commitment Behavior: An Integrated Model 2 viability of the proposed strategies. We also provide several guidelines based on the research findings related to locking-in online players of MMORPG.
AB - The Massively Multiplayer Role-Playing Game (MMORPG) phenomena have generated significant interest on the part of consumers and software publishers. While there have been many efforts to improve the quality of the games in terms of technology (e.g. graphics, networking, etc.), little effort or research has been extended towards identifying business applications of MMORPG. The main goal of this study is to identify the factors that influence game players to commit themselves to MMORPGs. Nor has there been any research effort directed at identifying lock-in strategies for MMORPGs To achieve this goal, we propose two different lock-in strategies: (1) A control-Enhancing Strategy, based on both Control Theory and Psychological Ownership Theory, and (2) An interaction-Enhancing Strategy, based on both Symbolic Interaction Theory and Social Identity Theory. In this paper we report the results of an empirical study that examines the effectiveness of these two strategies. A structural equation model is developed to test the massively Multiplayer Online Role-Playing Games (MMORPGs) and Commitment Behavior: An Integrated Model 2 viability of the proposed strategies. We also provide several guidelines based on the research findings related to locking-in online players of MMORPG.
KW - Control theory
KW - MMORPG
KW - Psychological ownership
KW - Social identity
KW - Symbolic interaction
UR - https://www.scopus.com/pages/publications/84870211868
M3 - Conference contribution
AN - SCOPUS:84870211868
SN - 9781604233810
T3 - Association for Information Systems - 13th Americas Conference on Information Systems, AMCIS 2007: Reaching New Heights
SP - 2219
EP - 2235
BT - Association for Information Systems - 13th Americas Conference on Information Systems, AMCIS 2007
Y2 - 10 August 2007 through 12 August 2007
ER -