Exploring the antecedents and consequences of personalizing sport video game experiences

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Author(s)
Kwak, Dee Hee
E. Clavio, Galen
N. Eagleman, Andrea
Kim, Ki Tak
Griffith University Author(s)
Year published
2010
Metadata
Show full item recordAbstract
Despite the strong appeal of personalization (through creating personalized players, teams, and leagues) in sport video games (SVGs), little is known about its marketing implications. This study explores the effect of personalization on SVG gaming enjoyment, repurchase intention, and consumption level. Further, the predictive functions of perceived skill and past experience on participants' intention to personalize their SVG experience were examined. Current users (N = 459) of a sport video game, "FIFA 06 Live", participated in the study and the results revealed that users who utilize personalization options reported they ...
View more >Despite the strong appeal of personalization (through creating personalized players, teams, and leagues) in sport video games (SVGs), little is known about its marketing implications. This study explores the effect of personalization on SVG gaming enjoyment, repurchase intention, and consumption level. Further, the predictive functions of perceived skill and past experience on participants' intention to personalize their SVG experience were examined. Current users (N = 459) of a sport video game, "FIFA 06 Live", participated in the study and the results revealed that users who utilize personalization options reported they enjoy the game more, are more satisfied with the product, and spend more time playing the game than users who do not use personalization options. In addition, past experience and perceived gaming skill played significant roles in predicting individuals' intention to utilize personalization options.
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View more >Despite the strong appeal of personalization (through creating personalized players, teams, and leagues) in sport video games (SVGs), little is known about its marketing implications. This study explores the effect of personalization on SVG gaming enjoyment, repurchase intention, and consumption level. Further, the predictive functions of perceived skill and past experience on participants' intention to personalize their SVG experience were examined. Current users (N = 459) of a sport video game, "FIFA 06 Live", participated in the study and the results revealed that users who utilize personalization options reported they enjoy the game more, are more satisfied with the product, and spend more time playing the game than users who do not use personalization options. In addition, past experience and perceived gaming skill played significant roles in predicting individuals' intention to utilize personalization options.
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Journal Title
Sport Marketing Quarterly
Volume
19
Issue
4
Publisher URI
Copyright Statement
© 2010 West Virginia University. The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version.
Subject
Commerce, Management, Tourism and Services not elsewhere classified
Commercial Services
Marketing