Psychology, Video Games
H. Nasiri; K. Bakhshizadeh Borj; M.S. Torkestani
Abstract
As a proper example of cultural technologies, digital games have been under a vast range of studies. In addition, the daily growth in the market and production of games have turned them into a huge industry. In the meantime, Mobile platform gained the largest amount of the growth in revenue. As there ...
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As a proper example of cultural technologies, digital games have been under a vast range of studies. In addition, the daily growth in the market and production of games have turned them into a huge industry. In the meantime, Mobile platform gained the largest amount of the growth in revenue. As there is an extending revenue in Mobile platform, it is important to understand game audiences' preferences & tastes for developing mobile games into an even bigger industry. Therefore, in this article, the technology-based Expectation-Confirmation Model (ECM) is developed to investigate the affecting factors on mobile games' purchase intention. The model explains when gamers face an in-app purchase, free to play mobile game, they try to compare their perceptions with their expectations and when the confirmation of the expectations happens, a mix of values including monetary, performance, emotional, social, and innovation values will be perceived, which they lead to satisfaction and purchase intention. In addition, this study has investigated the effects of habit, trust, free alternatives, and online reviews on purchase intention. For this purpose, an online survey has been implemented for the players of "Clash of Clans" and a sample size of 766 people made it possible to test the hypotheses in both 95 and 99 confidence levels. The results show that perceived value for money, emotional perceived value, trust, and habit have a positive effect on purchase intention of mobile games. On the contrary, no relations have been identified between satisfaction, free alternatives, and online reviews with PI.
Yousef Mohammadifar; Mohammad Ahmadi; Seyed Dadvash Hashemi
Abstract
Today, satisfaction of citizens is an unavoidable necessity in state-run organizations which is in the apex of their goals. This paper studies the effect of trust in these organizations on the satisfaction of citizens who are served by them. Satisfaction is influenced by different variables such as trust. ...
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Today, satisfaction of citizens is an unavoidable necessity in state-run organizations which is in the apex of their goals. This paper studies the effect of trust in these organizations on the satisfaction of citizens who are served by them. Satisfaction is influenced by different variables such as trust. Data was collected from a population of 8. 325 customers of 51 state-run organizations through context finding method. This index of trust was measured covering two major areas of customer’s expectations and their mental understanding of performance of organizations. Findings show that in most cases there are differences between expectations and performance of organizations which shows that these organizations have failed to cover customer’s needs completely. The most difference observed was related to the variable of “trust in attending people complains” while the smallest difference was related to “trust in skills of employees”. On the other hand, the study of the relationship between trust as an index and satisfaction of customers indicated a correlation of 87 between the two variables. It means that as trust increases, so does the satisfaction. Therefore, trust can be considered a factor which increases satisfaction of customers. More attention to standards and increasing sensitivity of employees and directors are recommended ways for increasing the trust.