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Title: Impact of Social Gratification and Game Design Elements on Social Network Gaming Habit: Mediating Role of Consumer Satisfaction
Authors: Kashif Abrar, Sohrab Khan, Muhammad Danish, Muhammad Ahsanullah Qureshi
Journal: Journal of Business and Management Research (JBMR)
Publisher: GO GREEN RESEARCH AND EDUCATION
Country: Pakistan
Year: 2024
Volume: 3
Issue: 1
Language: English
Social Network Games (SNGs) have gained worldwide acceptance and acknowledgment in recent times primarily due to free to play revenue model. The purpose of this paper was to explore the technical and behavioral determinants of social network gaming habit formation among young consumers. Data was collected from a sample of 500 young consumers of SNGs in Pakistan by quantitative approach out of which 461 responses were considered appropriate for data analysis. The survey was conducted via questionnaires and SEM was used as the analytical technique to test the research model. The application of SEM technique showed that both game design elements as well as social gratification are critical to the formation of social network gaming habit among young consumers of Pakistan. The study contributes to the literature of social network gaming sector by establishing the mechanism in which SNG service providers can take advantage from the technical as well as behavioral strategies to strengthen social network gaming habit among individuals. Social network gaming is an emerging sector and it is imperative for SNG service providers to know more about it, but little consideration is given to this phenomenon. The current study fills the gap by examining the degree to which technical and behavioral factors help in formation of social network gaming habit.
Keywords – Social media marketing, export performance, SMEs, B2B, SEM
To explore the technical and behavioral determinants of social network gaming habit formation among young consumers in Pakistan, specifically examining the impact of social gratification and game design elements, and the mediating role of consumer satisfaction.
Quantitative approach using an online questionnaire-based survey administered to 500 young social network game (SNG) players in Pakistan. 461 responses were deemed appropriate for analysis. Structural Equation Modeling (SEM) was used as the analytical technique. The study adopted a two-step modeling approach, first testing reliability and validity through the measurement model, and then hypothesis testing through the structural model.
graph TD
A["Data Collection: Online Questionnaire Survey"] --> B["Data Analysis: SEM"];
B --> C["Reliability and Validity Testing"];
C --> D["Confirmatory Factor Analysis CFA"];
D --> E["Hypotheses Testing"];
E --> F["Mediation Analysis"];
F --> G["Results Interpretation"];
G --> H["Conclusion and Implications"];
The study found that both game design elements and social gratification are critical to the formation of social network gaming habits among young consumers in Pakistan. The findings support the Uses and Gratifications (U&G) Theory, indicating that elements like challenge, variety, novelty, and design aesthetics in games, as well as social interaction, social presence, and social enhancement, contribute to habit formation. Consumer satisfaction plays a crucial role in mediating these relationships, suggesting that satisfying game experiences and social needs lead to increased satisfaction, which in turn fosters habitual gaming behavior.
- Game design elements (GDE) have a significant positive influence on social network gaming habitual behavior (SNGH).
- Social gratification (SG) has a significant positive influence on SNGH.
- Consumer satisfaction (CS) partially mediates the relationship between GDE and SNGH.
- Consumer satisfaction (CS) partially mediates the relationship between SG and SNGH.
The research provides valuable insights for SNG service providers in developing countries like Pakistan. By focusing on user-friendly game design elements and fulfilling social gratifications, developers can enhance consumer satisfaction, leading to habitual gaming behavior and increased revenue. The study also contributes to the literature by extending the U&G Theory in the context of social gaming and by highlighting the mediating role of consumer satisfaction.
- Sample size: 500 young consumers of SNGs in Pakistan were targeted, with 461 responses considered appropriate for data analysis.
- Analytical technique: Structural Equation Modeling (SEM) was used.
- Mediation findings: Consumer satisfaction partially mediates the relationship between game design elements and social network gaming habit, and also between social gratification and social network gaming habit.
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