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How online gamers’ participation fosters their team commitment: Perspective of social identity theory

Author

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  • Liao, Gen-Yih
  • Pham, Thi Tuan Linh
  • Cheng, T.C.E.
  • Teng, Ching-I

Abstract

Online games are highly popular applications. While online gamers actively participate in gaming teams, no study has yet explored whether gamers have sufficient teamwork knowledge and have accumulated sufficient team participation experience. These likely strengthen team commitment, but we do not know, indicating a research gap. Research filling this gap could shed light on useful means for enhancing gamers’ team commitment. Grounded in social identity theory, we theorize the mechanism that links gamers’ overall gaming team participation experience and overall gaming teamwork knowledge to their team commitment. We collect two-wave data from 344 online gamers that have played massively multiplayer online role-playing games (MMORPGs) and use structural equation modelling for data analysis. We find that overall team participation experience is positively related to gaming team identification, while overall teamwork knowledge is positively related to compliance with gaming team norms. Both team identification and norm compliance are positively related to gaming team commitment. This study is the first to clarify the mechanism underlying the impacts of overall gaming team participation experience and overall gaming teamwork knowledge on gamers’ team commitment. Our findings provide the practical insight that game designers should incorporate game features that require or reward gamers’ participation in gaming teams or enhance gaming teamwork knowledge, thus strengthening gamers’ team commitment.

Suggested Citation

  • Liao, Gen-Yih & Pham, Thi Tuan Linh & Cheng, T.C.E. & Teng, Ching-I, 2020. "How online gamers’ participation fosters their team commitment: Perspective of social identity theory," International Journal of Information Management, Elsevier, vol. 52(C).
  • Handle: RePEc:eee:ininma:v:52:y:2020:i:c:s0268401219304566
    DOI: 10.1016/j.ijinfomgt.2020.102095
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    Citations

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    Cited by:

    1. Fernandez-Osso Fuentes, Maria J. & Keegan, Brendan J. & Jones, Marc V. & MacIntyre, Tadhg E., 2024. "Conceptualizing digital placemaking in nature for wellbeing," Technological Forecasting and Social Change, Elsevier, vol. 204(C).
    2. Hisyl P. Encallado & Leuterio III D. Cruz & Emelie T. Emfimo & Jeson D. Gavilan & Alvin O. Cayogyog, 2024. "Navigating the Digital Playground: Lived Experiences, Risks, and Benefits of Online Gaming among Senior High School Students," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 8(6), pages 2773-2789, June.
    3. Lubart, Allan & Capelli, Sonia, 2024. "Gamification of the point of sale using hybrid-reality games: Non-players' negative influence on players' service experience," Technological Forecasting and Social Change, Elsevier, vol. 203(C).

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