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ABSTRACT
As people increasingly play online games, numerous new features have been proposed to increase players log-on time at online gaming sites. However, few studies have investigated
why people continue to play certain online games or which design features are most closely
related to the amount of time spent by players at particular online gaming sites. This study
proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue to play online network games.
The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal
experiences while playing the games. This optimal experience can be attained if the player
has effective personal interaction with the system or pleasant social interactions with other
people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate
communication places and tools. This paper ends with the implications of applying the study
results to other domains such as e-commerce and cyber communities.
INTRODUCTION
line gaming has rapidly expanded from $770 million in 1988 to $2.06 billion in 2001.5
Because the online game market goes up and
people usually pay fees to play online games according to game playing time, developers try to increase the duration of online game playing time by
making a new online game using new techniques.
Numerous techniques and features have been suggested to make gamers want to return to the online
games repeatedly.5 For example, several studies are
being conducted to determine the effect of improving the graphics used in the games on game play-
S THE INTERNET
11
12
13
14
15
FIG. 5. Structure model for customer loyalty with flow, personal interaction, and social interaction.
STUDY 1
In order to validate the conceptual model proposed in the prior section, we conducted a largescale survey with online game players. This study
Gender
Man
Woman
Total
~ 20
21 ~ 30
31 ~ 40
41 ~ 50
51 ~
Total
663
216
879
708
184
892
162
29
191
24
3
27
3
1
4
1560
433
1993
Number of participants
Game name
Number of participants
166
91
155
112
123
186
122
148
147
151
62
65
120
55
117
172
16
Questions
Cronbach alpha
0.8143
Questionnaire
Data analysis
Questions
Cronbach alpha
Flow
0.8438
17
Questions
Goal
Operator
Feedback
Communication place
Communication tool
Df
GFI
AGFI
NFI
NNFI
RMR
638.24
44
0.95
0.91
0.93
0.90
0.082
Operator
Feedback
Communication place
Communication tools
Factor 1
Factor 2
Factor 3
Factor 4
Factor 5
0.73
0.73
0.67
Cronbach alpha
0.75
0.77
0.66
0.68
0.66
0.69
0.70
0.72
0.77
0.65
0.67
0.79
0.70
0.71
18
Goal
Operator
Feedback
Communication place
Communication tool
Goal
Operator
Feedback
Communication place
Communication tool
0.84
0.75
0.79
0.67
0.56
0.85
0.81
0.70
0.68
0.83
0.71
0.68
0.85
0.66
0.86
efficients indicate that the construct validity and reliability of the measures are high enough to proceed to further analysis. Factor scores were used as
an input data to the LISREL analysis, results of
which are shown in the next section.
Results
Using a structured equation modeling analysis,
the hypothesized sequences of relationships between the personal and social interaction, flow, and
customer loyalty of the model were tested as one
set. The fit of the model was assessed using several
indicators, including the chi-square to degrees of
freedom ratio (52.89), adjusted goodness of fit test
(0.98), and root mean square residuals (0.015) as
shown in Table 9. These results show that the
model was deemed valid enough to test the set of
paths hypothesized by the model using maximum
likelihood estimation. The coefficients for the eight
paths representing the proposed relations among
the latent constructs are summarized in Figure 6.
Figure 6 presents the LISREL results for the entire conceptual model. The coefficients for the three
paths in Figure 6 represent the proposed relations
among the latent constructs. Empirical support is
found that goal (l = 0.75, p < 0.01), operator (l =
0.72, p < 0.01), and feedback (l = 0.78, p < 0.01) are
STUDY 2
The results of Study 1 indicate that all five interaction factors were closely related to the flow expe-
19
df
GFI
AGFI
NFI
NNFI
RMR
52.89
11
0.99
0.98
0.99
0.99
0.015
Results
Goal. The four design features proposed for the
Goal factor of the personal interaction, their evaluation criteria, and the Pearson correlation between
the factor score and the evaluation results are shown
in Table 11. All the four proposed design features
turned out to be closely related to the Goal factor.
First, the explanations about the background
and characters of how the game should proceed in
order for the user to achieve the goal are found to
be closely related to the Goal factor of the personal
interaction. This is because explanations of the
game background and the characters provide information about how far the gamer was located
from the goal state, which makes the Goal more explicit to the gamer.43 Second, how the final and individual goals are provided to the user throughout
the game was also found to be closely related to
the Goal factor. This may be because individual
goals provide more detailed information about the
progress of moving toward the given goals.44 Finally, the means to describe the characters condition was found to be closely related to the goal
factor. This may be because graphic description
TABLE 10. DIRECT AND INDIRECT EFFECTS FOR CUSTOMER LOYALTY IN THIS STUDY
Expected variations
Personal interaction
Social interaction
Flow
*p < 0.01
Total effects
0.29*
0.42*
0.84*
Direct effects
0.84*
Indirect effects
0.29*
0.42*
20
Evaluation criteria
Correlation
Yes/no
Yes/no
Final goal only
Final goal & Individual goal
No description
Graphic & numerical value
Numerical value only
Graphic only
0.505*
0.505*
20.341*
0.597*
n/s.
0.578*
n/s
20.515*
Evaluation attributes
Correlation
0.539
Yes/no
One NPC provides all necessary items/
certain items are available through a
particular NPC
0.5350*
n/s
0.6044*
n/s
n/s
n/s
0.6200*
21
Evaluation attributes
Correlation
0.6477*
0.5326*
Equipment loss
No change
Money & item addition & increased
character longevity
Decrease in life expectancy/no change
n/s
n/s
n/s
n/s
Yes/no
Evenly/according to work performed/
last worker only
0.5315*
n/s
n/s
Evaluation attributes
2D & true color
2D & 256 color
3D & true color
3D & 256 color
Quarter view/over view/side view
Fantasy/reality/future
Child/adult
Correlation
n/s
n/s
0.8051*
n/s
n/s
n/s
n/s
Human
n/s
Animals
Artifact
n/s
0.5901*
22
Evaluation attributes
Yes/no
Gender
Occupation
Gender & occupation
Yes/no
Yes/no
Yes/no
Yes/no
Personal user/company/small groups
unacceptable
DISCUSSION
We conducted two related studies in order to explore two issues: why some online games have
higher customer loyalty than others and what key
design features would increase customer loyalty.
The study results indicate that customers would
show a higher level of loyalty if they had an optimal experience with the games, and that an optimal
experience can be fostered by providing appropriate personal and social interactions. Personal interaction can be facilitated by providing customers
with appropriate goals, operators and feedback.
Social interaction can be promoted by providing
Correlation
n/s
n/s
n/s
0.5271*
n/s
n/s
n/s
n/s
n/s
23
perceived interaction, it cannot develop causal relations between design features and the level of interaction. This question can be studied further in a
carefully controlled experiment in the future.
Despite its limitations, the research has both academic and practical implications. First, this research
verifies that efficient interaction features positively
influence customer loyalty. This finding could answer the question of why players are repeatedly
playing specific online games. Moreover, the conceptual framework consists of four generic factors
(customer loyalty, flow, personal interaction, and social interaction) that are rather independent from the
online game domain. Therefore, the conceptual
framework can be easily applied to other online contents such as online education and cyber shopping,
even though further studies need to be conducted to
test the external validity of the study results. For example, Cummins26 argued that providing e-commerce customers with game-like interaction would
increase the overall quality of customer experience.
The author asserted that integrating e-commerce
into famous online game sites such as Everquest or
Majestic will increase the effectiveness of serious
applications such as e-commerce and spreadsheet.
The results from this study provide a conceptual
foundation of the critical factors that should be considered during this kind of integration.
Second, this research suggests that numerous design features for online games can be evaluated in
terms of their relation to the perceived level of subjective interaction factors. The studies provide game
developers with empirical data that show which design features are advantageous, rather than simply
recommending that new technology be used. This
research can establish an empirical foundation for
measuring whether the selected design features can
in fact produce the required level of perceived interaction in related domains such as online education
and cyber shopping, as well as online games.
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ACKNOWLEDGMENTS
We would like to thank the Korea Science and
Engineering Foundation for providing us with a
generous research grant (grant 2000-2-0132).
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