Many a little makes a mickle: avatar accumulability and loyalty

阿凡达 忠诚 业务 广告 营销 计算机科学 心理学 人机交互
作者
Shih‐I Tai,Tzu‐Ling Huang,Hsin‐Yi Huang,Chieh‐Ni Wu,T.C.E. Cheng,Ching‐I Teng
出处
期刊:Internet Research [Emerald (MCB UP)]
标识
DOI:10.1108/intr-06-2023-0494
摘要

Purpose Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty. Design/methodology/approach We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants. Findings These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty. Practical implications Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty. Originality/value Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.

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