An exploratory study of factors influencing repurchase behaviors toward game items: A field study

Cited 14 time in webofscience Cited 15 time in scopus
  • Hit : 731
  • Download : 0
DC FieldValueLanguage
dc.contributor.authorLee, Jooyoungko
dc.contributor.authorLee, Junyeongko
dc.contributor.authorLee, Heeseokko
dc.contributor.authorLee, Jongwonko
dc.date.accessioned2016-04-20T06:11:29Z-
dc.date.available2016-04-20T06:11:29Z-
dc.date.created2015-06-11-
dc.date.created2015-06-11-
dc.date.issued2015-12-
dc.identifier.citationCOMPUTERS IN HUMAN BEHAVIOR, v.53, pp.13 - 23-
dc.identifier.issn0747-5632-
dc.identifier.urihttp://hdl.handle.net/10203/205149-
dc.description.abstractThis study provides an exploratory analysis of the effects of the various characteristics of users, games, and repurchase behavior of users in an online game context. Many previous studies considered intentions to purchase and repurchase game items; however, few examined repurchase behavior. Our analysis included a sample of 2,060,685 observations (out of a total of 84,434,287) in one year based on the field data of purchase behavior from a game company. Analysis results show that users' purchase behavior is the most significant factor, and time-related characteristics such as the recency of purchase, purchase frequency, and purchase cycle are important factors that influence repurchase decisions. In contrast, it is found that purchase amount, game characteristics, and user characteristics are not significant. Our findings imply that any analysis of repurchase behavior should address "unconscious" purchase behavior, such as habits, immersion, and impulse buying, in addition to conscious purchase behavior.-
dc.languageEnglish-
dc.publisherPERGAMON-ELSEVIER SCIENCE LTD-
dc.subjectPLAY ONLINE GAMES-
dc.subjectVIRTUAL WORLDS-
dc.subjectPURCHASE BEHAVIOR-
dc.subjectCONSUMER-
dc.subjectSATISFACTION-
dc.subjectINTENTION-
dc.subjectLOYALTY-
dc.subjectHABIT-
dc.subjectPERSPECTIVE-
dc.subjectEXPERIENCE-
dc.titleAn exploratory study of factors influencing repurchase behaviors toward game items: A field study-
dc.typeArticle-
dc.identifier.wosid000361921100002-
dc.identifier.scopusid2-s2.0-84935052813-
dc.type.rimsART-
dc.citation.volume53-
dc.citation.beginningpage13-
dc.citation.endingpage23-
dc.citation.publicationnameCOMPUTERS IN HUMAN BEHAVIOR-
dc.identifier.doi10.1016/j.chb.2015.06.017-
dc.contributor.localauthorLee, Heeseok-
dc.contributor.nonIdAuthorLee, Jooyoung-
dc.contributor.nonIdAuthorLee, Jongwon-
dc.type.journalArticleArticle-
dc.subject.keywordAuthorGame item-
dc.subject.keywordAuthorRepurchase behavior-
dc.subject.keywordAuthorField data-
dc.subject.keywordAuthorUnconscious behavior-
dc.subject.keywordPlusPLAY ONLINE GAMES-
dc.subject.keywordPlusVIRTUAL WORLDS-
dc.subject.keywordPlusPURCHASE BEHAVIOR-
dc.subject.keywordPlusCONSUMER-
dc.subject.keywordPlusSATISFACTION-
dc.subject.keywordPlusINTENTION-
dc.subject.keywordPlusLOYALTY-
dc.subject.keywordPlusHABIT-
dc.subject.keywordPlusPERSPECTIVE-
dc.subject.keywordPlusEXPERIENCE-
Appears in Collection
MT-Journal Papers(저널논문)
Files in This Item
There are no files associated with this item.
This item is cited by other documents in WoS
⊙ Detail Information in WoSⓡ Click to see webofscience_button
⊙ Cited 14 items in WoS Click to see citing articles in records_button

qr_code

  • mendeley

    citeulike


rss_1.0 rss_2.0 atom_1.0