心理科学 ›› 2015, Vol. ›› Issue (6): 1482-1488.

• 社会﹑人格与管理 • 上一篇    下一篇

网络游戏消费的影响因素

汪涛1,魏华2,周宗奎3,崔楠4,徐岚4   

  1. 1. 武汉大学经济与管理学院
    2. 华中师范大学心理学院
    3. 华中师范大学
    4. 武汉大学经济管理学院
  • 收稿日期:2014-11-30 修回日期:2015-07-26 出版日期:2015-11-20 发布日期:2015-11-20
  • 通讯作者: 魏华

The Influence Factors of Online Game Consumption

  • Received:2014-11-30 Revised:2015-07-26 Online:2015-11-20 Published:2015-11-20
  • Contact: Wei Hua

摘要:

网络游戏消费研究日益受到研究者的关注。本文对网络游戏消费的影响因素进行了梳理。网络游戏消费的影响因素主要包括个体特征、网络游戏特征、社交特征、知觉特征和体验特征这五个方面。影响网络游戏消费的个体特征包括年龄、性别和人格;网络游戏特征包括游戏品质、服务质量、定制和创新;社会交往包括社交行为、社会资本和社会规范;知觉特征包括价值知觉、风险知觉、控制知觉,体验特征包括乐趣和心流。未来的研究应该关注不同品类网络游戏消费的影响因素的比较,消极社交互动以及与线上—线下社交迁移对网络游戏消费的影响。

Abstract:

Despite of global economic turmoil, online game industry has showed a steady and rapid growth. Online games in China have a large number of supporters, According to China Internet Network information Center (CNNIC) in 2014, there are 3.68 billion domestic network game users by the end of June 2014. Apart from large user groups, online game industry also benefits from abundant profits. Chinese online game market size of 2013 has reached RMB 891.6 billion. And it will also continue to grow. At present, there are many international empirical researches about online game consumption. And it has also played an important role to the development of game industry. Comparatively speaking, there are less researches in China. To certain extent, this has restricted the development of China's online game industry. Online game consumptions and traditional consumptions have both similarities and differences. It is of great significance to explore the influence factors of online game consumption for theory development and practical application. Researchers have paid more and more attention on online games consumption studies. This study systemizes the factors that influence online games consumption. The factors include individual characteristics, online game characteristic,social interaction characteristics, perceptual characteristics and experience characteristics. The individual characteristics that affect online game consumption are age, gender and personality. The online game characteristics that affect online game consumption are game quality, service quality, customization and innovation. The social interaction characteristics that affect online game consumption are social behaviour, social capital and social norms. The perceptual characteristics that affect online game consumption are value perception, risk perception and control perception. The experience characteristics that affect online game consumption are fun and flow. Future research may concern and compare the factors that influence different kinds of online games consumption. Also the influences of negative social interaction and online-offline social migration on online game consumption need further research. Past research limitations and future research direction mainly include the following three aspects. First, the current online game categories are various, while the existing research has focused on massively multiplayer online role-playing game (MMORPG) research, lack of awareness of the other game categories. There are huge differences among different game categories in such aspects as theme, form and goal setting. Therefore, research based on the research of category differences can give us more understandings of the psychology and behavior of online game consumption. Also it can put forward more targeted and feasible suggestions to online game development and marketing. Second, the social interaction is an important characteristic for online game to be distinguished from the traditional video games. It is also an important factor influences the online game consumption. Current study has only considered the positive social interaction effect on the online game consumption, while ignoring the role of negative social interactions. Prospect theory tells us that people have different sensitive degrees to loss and gain. The pain of loss is much greater than the pleasure of gain. In online games, positive social interaction will benefit the players, while negative social interactions will bring their losses. Thus, researchers should also paid enough attention to the latter. Third, although the players usually have fun together with strangers, they also played with their parents, relatives, colleagues and offline friends. Regrettably, there are few studies investigating the online-offline migration’s effect on the online game consumption. It is worthy of attention in future research.