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Changes in user experience and satisfaction as media technology evolves: The reciprocal relationship between video games and video game-related media

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  • Chang, Jiyoon
  • Lee, Daeho

Abstract

In video game market, there have been diverse user-generated contents related to game information. Users, therefore, can obtain game-related information not only from traditional mass media such as television or radio but also from interpersonal communication media (e.g., social network services) and masspersonal communication media (e.g., real-time streaming services). The purpose of this study is to investigate factors affecting attitudes toward content itself as well as toward alternative media that provide content, and to investigate the moderating effects of different communication types. We predict a complementary relationship between video game and video game-related media using a structural equation model reflecting joint effects between different media. Online communities in interpersonal communication have positive effects on attitudes toward video games and video game-related media due to active interactions among users and the usefulness of shared information. In this study, we confirmed that attitudes toward online communities positively affect actual intentions to play video games, thus indicating that there is complementarity between video games and online communities.

Suggested Citation

  • Chang, Jiyoon & Lee, Daeho, 2022. "Changes in user experience and satisfaction as media technology evolves: The reciprocal relationship between video games and video game-related media," Technological Forecasting and Social Change, Elsevier, vol. 174(C).
  • Handle: RePEc:eee:tefoso:v:174:y:2022:i:c:s0040162521006521
    DOI: 10.1016/j.techfore.2021.121219
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    References listed on IDEAS

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    1. 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).
    2. Xi, Xun & Xi, Baoxing & Miao, Chenglin & Yu, Rongjian & Xie, Jie & Xiang, Rong & Hu, Feng, 2022. "Factors influencing technological innovation efficiency in the Chinese video game industry: Applying the meta-frontier approach," Technological Forecasting and Social Change, Elsevier, vol. 178(C).
    3. Agarwal, Reeti & Mehrotra, Ankit & Pant, Manoj Kumar & Alzeiby, Ebtesam Abdullah & Vishnoi, Sushant Kumar, 2024. "Digital photo hoarding in online retail context. An in-depth qualitative investigation of retail consumers," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).

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