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Role of user-created programs in online game consumer behavior

Author

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  • Sang Jin Kim
  • Kyung Hoon Kim
  • Chang Han Lee

Abstract

This article reports a study investigating value co-creation in online games through fan-created mods for effects on motivations, experiences, attitudes, and satisfaction. A study of 95 World of Tank players shows that user-created mod programs directly and positively influence players’ experiences and attitudes and also indirectly influence satisfaction. The study provides insights showing that mods benefit both game companies and players. Online game companies can use the results of this study to better understand the value of mods and to recognize that they will gain benefits by encouraging their use.

Suggested Citation

  • Sang Jin Kim & Kyung Hoon Kim & Chang Han Lee, 2016. "Role of user-created programs in online game consumer behavior," Journal of Global Scholars of Marketing Science, Taylor & Francis Journals, vol. 26(3), pages 217-226, June.
  • Handle: RePEc:taf:jgsmks:v:26:y:2016:i:3:p:217-226
    DOI: 10.1080/21639159.2016.1174538
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    Cited by:

    1. An, Myoung-a & Han, Sang-Lin, 2020. "Effects of experiential motivation and customer engagement on customer value creation: Analysis of psychological process in the experience-based retail environment," Journal of Business Research, Elsevier, vol. 120(C), pages 389-397.
    2. Kim, Sang Jin & Kim, Kyung Hoon & Choi, Jeonghye, 2019. "The Role of Design Innovation in Understanding Purchase Behavior of Augmented Products," Journal of Business Research, Elsevier, vol. 99(C), pages 354-362.
    3. Yoo, Changsok & Cha, Kyoung Cheon & Kim, Sang-Hoon, 2020. "A quantile regression approach to gaining insights for reacquition of defected customers," Journal of Business Research, Elsevier, vol. 120(C), pages 443-452.

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