Basit öğe kaydını göster

dc.contributor.authorAkın, Mahmut Selami
dc.date.accessioned2024-01-31T10:59:08Z
dc.date.available2024-01-31T10:59:08Z
dc.date.issued2023en_US
dc.identifier.citationAkın, M. S. (2023). Turkish gen Z players' in-game purchase intention: Does gender difference matter? Young Consumers, 24(6), 721-741. https://dx.doi.org/10.1108/YC-12-2022-1655en_US
dc.identifier.issn1758-7212
dc.identifier.issn1747-3616
dc.identifier.urihttps://dx.doi.org/10.1108/YC-12-2022-1655
dc.identifier.urihttps://hdl.handle.net/20.500.12511/12225
dc.description.abstractPurposeThis study aims to illuminate Turkish gen Z players' intention to make in-game purchases based on stimulus-organism-response (SOR) model and uncover the distinctive role of gender. Design/methodology/approachSix hundred and ninety-six young players were included in the research who are aged 12 to 29 in Istanbul, Turkiye. Measurement validity was checked via principal component and confirmatory factor analysis. Structural model testing, mediation and multigroup analysis were conducted to test relationships among latent constructs. FindingsThe study revealed enjoyment, perceived attractiveness and economic value were positively associated with gamer satisfaction, though connectedness was not. In addition, gamer satisfaction positively affected loyalty and loyalty predicted in-game purchase intention. On the other hand, the magnitude of enjoyment-gamer satisfaction path was greater in female players than in males. However, the effect sizes of perceived attractiveness and economic value on gamer satisfaction were larger in males than in females. Research limitations/implicationsThe research focuses on freemium game context, the sample of Istanbul province in Turkey, and gen Z (12 to 29) players constituting the limitations. Practical implicationsMobile game producers should consider that enjoyment is more substantial for female players to increase in-game revenue. Hence, perceived attractiveness and economic value may be improved for male players. They could also balance the gaming experience by providing social connectivity and isolation. Originality/valueIt is the initial attempt to unveil Turkish young mobile players' behavioral tendency toward paid in-game extensions. On the other hand, gender difference is a salient matter unnoticed by other investigations that the strength of stimulus varies from players' gender discovered by the research.en_US
dc.language.isoengen_US
dc.publisherEmerald Publishingen_US
dc.rightsinfo:eu-repo/semantics/embargoedAccessen_US
dc.subjectYouth Consumer Behavioren_US
dc.subjectGeneration Theoryen_US
dc.subjectQuantitative Methodsen_US
dc.subjectMobile Gamesen_US
dc.subjectIn-Game Purchase Intentionen_US
dc.subjectGenderen_US
dc.titleTurkish gen Z players' in-game purchase intention: Does gender difference matter?en_US
dc.typearticleen_US
dc.relation.ispartofYoung Consumersen_US
dc.departmentİstanbul Medipol Üniversitesi, Sosyal Bilimler Meslek Yüksekokulu, Halkla İlişkiler ve Tanıtım Ana Bilim Dalıen_US
dc.authorid0000-0002-8175-4618en_US
dc.identifier.volume24en_US
dc.identifier.issue6en_US
dc.identifier.startpage721en_US
dc.identifier.endpage741en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.identifier.doi10.1108/YC-12-2022-1655en_US
dc.institutionauthorAkın, Mahmut Selami
dc.identifier.wos001025057000001en_US
dc.identifier.scopus2-s2.0-85165170886en_US
dc.identifier.scopusqualityQ1en_US


Bu öğenin dosyaları:

Thumbnail

Bu öğe aşağıdaki koleksiyon(lar)da görünmektedir.

Basit öğe kaydını göster