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Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms

Author

Listed:
  • Esko Penttinen

    (Aalto University School of Business)

  • Merja Halme

    (Aalto University School of Business)

  • Pekka Malo

    (Aalto University School of Business)

  • Timo Saarinen

    (Aalto University School of Business)

  • Ville-Matias Vilén

    (Accenture Finland)

Abstract

An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test the differences in preferences for online gaming platforms between two types of users: primarily extrinsically-motivated and primarily intrinsically-motivated players. Surprisingly, when comparing the importance scores of the features (usability, enjoyment, functionalities, poker network, loyalty program, and reputation), we observe very little difference between the two user groups. The only difference was that loyalty programs were valued considerably more by extrinsically-motivated players. One would have expected that features such as functionalities, poker network, and reputation would dominate the choice calculus for extrinsically-motivated players and that features such as usability and enjoyment would dominate the choice calculus for intrinsically-motivated players. We interpret this surprising finding as providing support to the claim that utilitarian and hedonic values are becoming increasingly intertwined. In this article, we provide alternative interpretations for this surprising result and discuss its theoretical and managerial implications. Because this is an exploratory study, we also note several avenues for future research.

Suggested Citation

  • Esko Penttinen & Merja Halme & Pekka Malo & Timo Saarinen & Ville-Matias Vilén, 2019. "Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms," Electronic Markets, Springer;IIM University of St. Gallen, vol. 29(3), pages 337-358, September.
  • Handle: RePEc:spr:elmark:v:29:y:2019:i:3:d:10.1007_s12525-018-0298-1
    DOI: 10.1007/s12525-018-0298-1
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    References listed on IDEAS

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    Cited by:

    1. Nora Nahr & Marikka Heikkilä, 2022. "Uncovering the identity of Electronic Markets research through text mining techniques," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1257-1277, September.
    2. Christian Matt & Manuel Trenz & Christy M. K. Cheung & Ofir Turel, 2019. "The digitization of the individual: conceptual foundations and opportunities for research," Electronic Markets, Springer;IIM University of St. Gallen, vol. 29(3), pages 315-322, September.

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    More about this item

    Keywords

    Extrinsic and intrinsic motivation; Platform selection; Dual-purposed information systems; Online gaming; Conjoint analysis;
    All these keywords.

    JEL classification:

    • C11 - Mathematical and Quantitative Methods - - Econometric and Statistical Methods and Methodology: General - - - Bayesian Analysis: General
    • C44 - Mathematical and Quantitative Methods - - Econometric and Statistical Methods: Special Topics - - - Operations Research; Statistical Decision Theory
    • C83 - Mathematical and Quantitative Methods - - Data Collection and Data Estimation Methodology; Computer Programs - - - Survey Methods; Sampling Methods
    • M00 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - General - - - General

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