IDEAS home Printed from https://ideas.repec.org/a/eee/jbrese/v199y2025ics0148296325003686.html
   My bibliography  Save this article

Convergence of reality and Virtuality: How virtual realism transforms player experience and behavior in virtual reality massively multiplayer Online games

Author

Listed:
  • Reiter, Alan
  • Yildiz, Hélène
  • Mouline, Jean-Pierre
  • Vrontis, Demetris
  • Al-Kwifi, Osama S.

Abstract

Virtual reality is developing rapidly in the massively multiplayer online game segment. While virtual reality is transforming the player experience, the study of its influence on the loyalty and recommendation behavior of players of massively multiplayer online games and virtual reality is, to our knowledge, unexplored empirically. However, loyalty and recommendation are essential to ensuring sustainable revenues for business models in the video game industry that invest in this disruptive technology. This research proposes that the affordances of virtual reality influence the experience (enjoyment and flow) and, through a mediating effect, player’s loyalty and intention to recommend. We also assume that this process varies depending on the type of environment (realistic vs. not realistic). A multi-group partial least squares structural equation modeling approach (n = 560) highlights that, through its affordances, virtual reality is a driver of value creation. It enhances the player’s enjoyment and flow, increases their satisfaction, and accentuates their loyalty and intention to recommend the game. This process is also more pronounced in the context of a realistic massively multiplayer online game in virtual reality. Our study makes new and interesting theoretical contributions and suggests useful managerial implications for professionals in the massively multiplayer online game sector.

Suggested Citation

  • Reiter, Alan & Yildiz, Hélène & Mouline, Jean-Pierre & Vrontis, Demetris & Al-Kwifi, Osama S., 2025. "Convergence of reality and Virtuality: How virtual realism transforms player experience and behavior in virtual reality massively multiplayer Online games," Journal of Business Research, Elsevier, vol. 199(C).
  • Handle: RePEc:eee:jbrese:v:199:y:2025:i:c:s0148296325003686
    DOI: 10.1016/j.jbusres.2025.115545
    as

    Download full text from publisher

    File URL: http://www.sciencedirect.com/science/article/pii/S0148296325003686
    Download Restriction: Full text for ScienceDirect subscribers only

    File URL: https://libkey.io/10.1016/j.jbusres.2025.115545?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    As the access to this document is restricted, you may want to search for a different version of it.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:eee:jbrese:v:199:y:2025:i:c:s0148296325003686. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Catherine Liu (email available below). General contact details of provider: http://www.elsevier.com/locate/jbusres .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.