DOI QR코드

DOI QR Code

Factors Influencing the Knowledge Adoption of Mobile Game Developers in Online Communities: Focusing on the HSM and Data Quality Framework

  • Jong-Won Park (School of Management, Kyung Hee University) ;
  • Changsok Yoo (College of Hotel and Tourism Management, Kyung Hee University) ;
  • Sung-Byung Yang (School of Management, Kyung Hee University)
  • Received : 2020.04.01
  • Accepted : 2020.05.11
  • Published : 2020.06.30

Abstract

Recently, with the advance of the wireless Internet access via mobile devices, a myriad of game development companies have forayed into the mobile game market, leading to intense competition. To survive in this fierce competition, mobile game developers often try to get a grasp of the rapidly changing needs of their customers by operating their own official communities where game users freely leave their requests, suggestions, and ideas relevant to focal games. Based on the heuristic-systematic model (HSM) and the data quality (DQ) framework, this study derives key content, non-content, and hybrid cues that can be utilized when game developers accept suggested postings in these online communities. The results of hierarchical multiple regression analysis show that relevancy, timeliness, amount of writing, and the number of comments are positively associated with mobile game developers' knowledge adoption. In addition, title attractiveness mitigates the relationship between amount of writing/the number of comments and knowledge adoption.

Keywords

Acknowledgement

This work was supported by the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea (NRF-2017S1A5A2A01027288).

References

  1. Apptopia (2018). 4 years of top grossing games demystified. Retrieved from blog.apptopia.com/apple-grossing-ranks. 
  2. Bae, J., Park, H. H., and Koo, D. M. (2019). Perceived CSR initiatives and intention to purchase game items. Internet Research, 29(2), 329-348.  https://doi.org/10.1108/INTR-11-2017-0469
  3. Bailey, J. E., and Pearson, S. W. (1983). Development of a tool for measuring and analyzing computer user satisfaction. Management Science, 29(5), 530-545.  https://doi.org/10.1287/mnsc.29.5.530
  4. Bohner, G., Chaiken, S., and Hunyadi, P. (1994). The role of mood and message ambiguity in the interplay of heuristic and systematic processing. European Journal of Social Psychology, 24(1), 207-221.  https://doi.org/10.1002/ejsp.2420240115
  5. Carte, T. A., and Russell, C. J. (2003). In pursuit of moderation: Nine common errors and their solutions. MIS Quarterly, 27(3), 479-501.  https://doi.org/10.2307/30036541
  6. Chaiken, S. (1980). Heuristic versus systematic information processing and the use of source versus message cues in persuasion. Journal of Personality and Social Psychology, 39(5), 752-766.  https://doi.org/10.1037/0022-3514.39.5.752
  7. Chaiken, S., and Trope, Y. (1999). Dual-process theories in social psychology. New York, Guilford Press. 
  8. Chaiken, S., Liberman, A., and Eagly, A. H. (1989). Heuristic and systematic information processing within and beyond the persuasion context. In J. S. Uleman, and J. A. Bargh (Eds.), Unintended thought (pp. 212-252). New York: Gilford Press. 
  9. Chen, A., Lu, Y., and Wang, B. (2016). Enhancing perceived enjoyment in social games through social and gaming factors. Information Technology and People, 29(1), 99-119.  https://doi.org/10.1108/ITP-07-2014-0156
  10. Cheng, Y. H., and Ho, H. Y. (2015). Social influence's impact on reader perceptions of online reviews. Journal of Business Research, 68(4), 883-887.  https://doi.org/10.1016/j.jbusres.2014.11.046
  11. Chenga, A., Renb, G., Hongc, T., and Kood, C. (2019). The WeChat Mini program for smart tourism. Asia Pacific Journal of Information Systems, 29(3), 489-502.  https://doi.org/10.14329/apjis.2019.29.3.489
  12. Cho, W. C., Kim, K., and Yang, S. B. (2014). A study on actual usage of information systems: Focusing on system quality of mobile service. Asia Pacific Journal of Information Systems, 24(4), 611-635.  https://doi.org/10.14329/apjis.2014.24.4.611
  13. Costello, A. B., and Osborne, J. (2005). Best practices in exploratory factor analysis: Four recommendations for getting the most from your analysis. Practical Assessment, Research, and Evaluation, 10(7), 1-9. 
  14. Creswell, J. W. (1994). Research design: Qualitative and quantitative approaches. Thousand Oaks, CA: Sage. 
  15. De Macedo, D. V., and Formico Rodrigues, M. A. (2011). Experiences with rapid mobile game development using unity engine. Computers in Entertainment (CIE), 9(3), 1-12.  https://doi.org/10.1145/2027456.2027460
  16. Dellarocas, C., Zhang, X. M., and Awad, N. F. (2007). Exploring the value of online product reviews in forecasting sales: The case of motion pictures. Journal of Interactive Marketing, 21(4), 23-45.  https://doi.org/10.1002/dir.20087
  17. Duan, W., Gu, B., and Whinston, A. B. (2008). Do online reviews matter? An empirical investigation of panel data. Decision Support Systems, 45(4), 1007-1016.  https://doi.org/10.1016/j.dss.2008.04.001
  18. Emamjome, F. F., Rabaa'i, A. A., Gable, G. G., and Bandara, W. (2013). Information quality in social media: A conceptual model. Pacific Asia Conference on Information Systems(PACIS 2013), 1-12. 
  19. Engstrom, H., Brusk, J., and Ostblad, P. A. (2015). Including visually impaired players in a graphical adventure game: A study of immersion. International Journal on Computer Science and Information System, 10(2), 95-112. 
  20. Eric, P., and Takashi, M. (2015). Nintendo opens door to smartphone games. The Wall Street Journal, Retrieved from www.wsj.com/articles/nintendo-opens-door-to-smartphone-games-1426579567. 
  21. Feijoo, C., Gomez-Barroso, J. L., Aguado, J. M., and Ramos, S. (2012). Mobile gaming: Industry challenges and policy implications. Telecommunications Policy, 36(3), 212-221.  https://doi.org/10.1016/j.telpol.2011.12.004
  22. Filieri, R., and McLeay, F. (2014). E-WOM and accommodation: An analysis of the factors that influence travelers' adoption of information from online reviews. Journal of Travel Research, 53(1), 44-57.  https://doi.org/10.1177/0047287513481274
  23. Fung, A. (2017). The impact of the rise of mobile games on the creativity and structure of the games industry in China. In Mobile gaming in Asia (pp.91-103). Mobile Communication in Asia Local Insights, Global Implications. Dordrecht, Netherlands Springer. 
  24. Gavalas, D., and Economou, D. (2010). Development platforms for mobile applications: Status and trends. IEEE Software, 28(1), 77-86.  https://doi.org/10.1109/MS.2010.155
  25. Ghose, A., and Ipeirotis, P. G. (2010). Estimating the helpfulness and economic impact of product reviews: Mining text and reviewer characteristics. IEEE Transactions on Knowledge and Data Engineering, 23(10), 1498-1512.  https://doi.org/10.1109/TKDE.2010.188
  26. Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., and Tatham, R. L. (1998). Multivariate data analysis. Upper Saddle River, NJ: Prentice Hall. 
  27. Hamari, J., Alha, K., Jarvela, S., Kivikangas, J. M., Koivisto, J., and Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546.  https://doi.org/10.1016/j.chb.2016.11.045
  28. Hamari, J., and Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141.  https://doi.org/10.1016/j.ijinfomgt.2017.01.006
  29. Hsiao, K. L., and Chen, C. C. (2016). What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18-29.  https://doi.org/10.1016/j.elerap.2016.01.001
  30. IGAWorks (2015). Mobile games market status and strategy. IGAWorks, Retrieved from www.igaworks.com. 
  31. Jeon, H., Ahn, H. J., and Yu, G. J. (2016). What makes people react to the posts on the brand pages of mobile social network games? Online Information Review, 40(3), 435-448.  https://doi.org/10.1108/OIR-07-2015-0236
  32. Jiang, J. Y., Guo, F., Chen, J. H., Tian, X. H., and Lv, W. (2019). Applying eye-tracking technology to measure interactive experience toward the navigation interface of mobile games considering different visual attention mechanisms. Applied Sciences, 9(16), 3242. 
  33. Katerattanakul, P., and Siau, K. (1999). Measuring information quality of web sites development of an instrument. The 20th International Conference on Information Systems(ICIS), 279-285. 
  34. Kim, S. E., Lee, K. Y., Shin, S. I., and Yang, S. B. (2017). Effects of tourism information quality in social media on destination image formation: The case of Sina Weibo. Information and Management, 54(6), 687-702.  https://doi.org/10.1016/j.im.2017.02.009
  35. Kim, S. J., Kim, K. H., and Choi, J. (2019). The role of design innovation in understanding purchase behavior of augmented products. Journal of Business Research, 99, 354-362.  https://doi.org/10.1016/j.jbusres.2017.09.047
  36. Kim, S. L., Suk, H. J., Kang, J. H., Jung, J. M., Laine, T. H., and Westlin, J. (2014). Using unity 3D to facilitate mobile augmented reality game development. IEEE World Forum, 21-26. 
  37. Kim, W. G., Li, J. J., and Brymer, R. A. (2016). The impact of social media reviews on restaurant performance: The moderating role of excellence certificate. International Journal of Hospitality Management, 55, 41-51.  https://doi.org/10.1016/j.ijhm.2016.03.001
  38. Klein, B. (2002). When do users detect information quality problems on the World Wide Web? Americas Conference on Information Systems(AMCIS, 2002), 1101-1103. 
  39. Le Breton, J. M., and Senter, J. L. (2008). Answers to 20 questions about interrater reliability and interrater agreement. Organizational Research Methods, 11(4), 815-852.  https://doi.org/10.1177/1094428106296642
  40. Lee, J., Park, J. S., and Lee, J. (2020). The impact of multimarket competition on innovation strategy: Evidence from the Korean mobile game industry. Journal of Open Innovation: Technology, Market, and Complexity, 6(1), 14. 
  41. Lee, K. Y., and Yang, S. B. (2015). The role of online product reviews on information adoption of new product development professionals. Internet Research, 25(3), 435-452.  https://doi.org/10.1108/IntR-11-2013-0238
  42. Lee, Y. W., Strong, D. M., Kahn, B. K., and Wang, R. Y. (2002). AIMQ: A methodology for information quality assessment. Information and Management, 40(2), 133-146.  https://doi.org/10.1016/S0378-7206(02)00043-5
  43. Li, L., Ren, G., Hong, T., and Yang, S. B. (2019). Exploring simultaneous presentation in online restaurant reviews: An analysis of textual and visual content. Asia Pacific Journal of Information Systems, 29(2), 181-202.  https://doi.org/10.14329/apjis.2019.29.2.181
  44. Lin, K. Y., and Lu, H. P. (2015). Predicting mobile social network acceptance based on mobile value and social influence. Internet Research, 25(1), 107-130.  https://doi.org/10.1108/IntR-01-2014-0018
  45. Marchand, A., and Hennig-Thurau, T. (2013). Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27(3), 141-157.  https://doi.org/10.1016/j.intmar.2013.05.001
  46. Mudambi, S. M., and Schuff, D. (2010). Research note: What makes a helpful online review? A study of customer reviews on Amazon. com. MIS Quarterly, 34(1), 185-200.  https://doi.org/10.2307/20721420
  47. Nakatsu, R., Rauterberg, M., and Ciancarini, P. (2017). Handbook of digital games and entertainment technologies. Singapore, Springer. 
  48. Nam, K., and Kim, H. J. (2020). The determinants of mobile game success in South Korea. Telecommunications Policy, 44(2), 101855. 
  49. Newzoo (2019). Global games market. Retrieved from www.newzoo.com 
  50. Nunnally, J. C., and Bernstein, I. H. (1978). Psychometric theory. London, McGraw-Hill. 
  51. Petty, R. E., and Cacioppo, J. T. (1986). The elaboration likelihood model of persuasion. In Communication and persuasion. New York, Springer. 
  52. Rahman, M. S., and Mannan, M. (2018). Consumer online purchase behavior of local fashion clothing brands. Journal of Fashion Marketing and Management, 22(3), 404-419.  https://doi.org/10.1108/JFMM-11-2017-0118
  53. Ratneshwar, S., and Chaiken, S. (1991). Comprehension's role in persuasion: The case of its moderating effect on the persuasive impact of source cues. Journal of Consumer Research, 18(1), 52-62.  https://doi.org/10.1086/209240
  54. Rollin, R., Steinmann, S., Schramm-Klein, H., Neus, F., and Nimmermann, F. (2017). Drivers of market success for mobile gaming apps-results of a choice-based conjoint experiment. The 38th International Conference on Information Systems(ICIS), 1-20. 
  55. Rutz, O., Aravindakshan, A., and Rubel, O. (2019). Measuring and forecasting mobile game app engagement. International Journal of Research in Marketing, 36(2), 185-199.  https://doi.org/10.1016/j.ijresmar.2019.01.002
  56. Wang, R. Y., and Strong, D. M. (1996). Beyond accuracy: What data quality means to data consumers. Journal of Management Information Systems, 12(4), 5-33.  https://doi.org/10.1080/07421222.1996.11518099
  57. Weber, R. P. (1990). Basic content analysis. Beverly Hills, CA: Sage. 
  58. Wei, P. S., and Lu, H. P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313-331.  https://doi.org/10.1108/IntR-04-2013-0082
  59. Wikipedia (2018). Mobile game. Retrieved from en.wikipedia.org/wiki/Mobile_game. 
  60. Wilhelmsson, U., Engstrom, H., Brusk, J., and Ostblad, P. A. (2017). Inclusive game design facilitating shared gaming experience. Journal of Computing in Higher Education, 29(3), 574-598.  https://doi.org/10.1007/s12528-017-9146-0
  61. Xu, Q. (2017). Dual process models of persuasion. The International Encyclopedia of Media Effects, 1-13. 
  62. Yang, S. B., Hlee, S., Lee, J., and Koo, C. (2017). An empirical examination of online restaurant reviews on Yelp. com. International Journal of Contemporary Hospitality Management, 29(2), 817-839.  https://doi.org/10.1108/IJCHM-11-2015-0643
  63. Yi, J., Lee, Y., and Kim, S. H. (2019). Determinants of growth and decline in mobile game diffusion. Journal of Business Research, 99, 363-372.  https://doi.org/10.1016/j.jbusres.2017.09.045
  64. Zhang, W., and Watts, S. (2003). Knowledge adoption in online communities of practice. The 24th International Conference on Information Systems(ICIS), 9. 
  65. Zhang, W., and Watts, S. A. (2008). Capitalizing on content information adoption in two online communities. Journal of the Association for Information Systems, 9(2), 73-94. https://doi.org/10.17705/1jais.00149