320
Views
2
CrossRef citations to date
0
Altmetric
Original Articles

The influence of trust and commitment on free-to-play gamers co-creation intentions

ORCID Icon, &
Pages 1980-1997 | Received 17 Sep 2021, Accepted 18 Jul 2022, Published online: 02 Aug 2022

References

  • Adams, J. S. 1963. “Towards an Understanding of Inequity.” The Journal of Abnormal and Social Psychology 67 (5): 422–436. doi:10.1037/h0040968.
  • Akkermans, H., P. Bogerd, and J. van Doremalen. 2004. “Travail, Transparency and Trust: A Case Study of Computer-Supported Collaborative Supply Chain Planning in High-Tech Electronics.” European Journal of Operational Research 153 (2): 445–456. doi:10.1016/s0377-2217(03)00164-4.
  • Ameen, N., A. Tarhini, A. Reppel, and A. Anand. 2021. “Customer Experiences in the Age of Artificial Intelligence.” Computers in Human Behavior 114: 106548.
  • Alha, K. 2020. “The Rise of Free-to-Play: How the Revenue Model Changed Games and Playing.”
  • Arnott, D. C. 2007. "Trust–Current Thinking and Future Research." European Journal of Marketing.
  • Ashforth, B. E., and F. Mael. 1989. “Social Identity Theory and the Organization.” Academy of Management Review 14 (1): 20–39. doi:10.5465/amr.1989.4278999.
  • Astakhova, M., E. B. Leonard, D. H. Doty, J. Yang, and M. Yu. 2022. “The Ultimate Escape: Escapism, Sports fan Passion and Procrastination Across Two Cultures.” Journal of Consumer Marketing 39 (3): 278–293. doi:10.1108/jcm-11-2020-4242.
  • Badrinarayanan, V. A., J. J. Sierra, and K. M. Martin. 2015. “A Dual Identification Framework of Online Multiplayer Video Games: The Case of Massively Multiplayer Online Role Playing Games (MMORPGs).” Journal of Business Research 68 (5): 1045–1052. doi:10.1016/j.jbusres.2014.10.006.
  • Billieux, J., D. L. King, S. Higuchi, S. Achab, H. Bowden-Jones, W. Hao, J. Long, et al. 2017. “Functional Impairment Matters in the Screening and Diagnosis of Gaming Disorder.” Journal of Behavioral Addictions 6 (3): 285–289. doi:10.1556/2006.6.2017.036.
  • Boudreau, K., and M. Consalvo. 2014. “Families and Social Network Games.” Information, Communication & Society 17 (9): 1118–1130. doi:10.1080/1369118x.2014.882964.
  • Buhrmester, M. D., S. Talaifar, and S. D. Gosling. 2018. “An Evaluation of Amazon’s Mechanical Turk, Its Rapid Rise, and Its Effective Use.” Perspectives on Psychological Science 13 (2): 149–154. doi:10.1177/1745691617706516.
  • Chang, Y. C., W. H. Chiu, J. H. Wang, and M. J. Teng. 2021. “Customer Involvement in the new Process Innovation: Antecedents, Mediation and Performance.” European Journal of Innovation Management, doi:10.1108/ejim-09-2019-0268.
  • Chang, T. Y., and S. C. Horng. 2010. “Conceptualizing and Measuring Experience Quality: The Customer’s Perspective.” The Service Industries Journal 30 (14): 2401–2419. doi:10.1080/02642060802629919.
  • Chen, C. F., and F. S. Chen. 2010. “Experience Quality, Perceived Value, Satisfaction and Behavioral Intentions for Heritage Tourists.” Tourism Management 31 (1): 29–35. doi:10.1016/j.tourman.2009.02.008.
  • Chien, S. H., Y. H. Chen, and C. Y. Hsu. 2012. “Exploring the Impact of Trust and Relational Embeddedness in e-Marketplaces: An Empirical Study in Taiwan.” Industrial Marketing Management 41 (3): 460–468. doi:10.1016/j.indmarman.2011.05.001.
  • Choi, Y. K. 2019. “Characters’ Persuasion Effects in Advergaming.” Internet Research 29 (2): 367–380. doi:10.1108/intr-01-2018-0021.
  • Choi, B., I. Lee, D. Choi, and J. Kim. 2007. “Collaborate and Share: An Experimental Study of the Effects of Task and Reward Interdependencies in Online Games.” CyberPsychology & Behavior 10 (4): 591–595. doi:10.1089/cpb.2007.9985.
  • Cook, K. S., and R. M. Emerson. 1978. “Power, Equity and Commitment in Exchange Networks.” American Sociological Review 43 (5): 721. doi:10.2307/2094546.
  • Cortina, J. M. 1993. “What is Coefficient Alpha? An Examination of Theory and Applications.” Journal of Applied Psychology 78 (1): 98–104. doi:10.1037/0021-9010.78.1.98.
  • Cossío-Silva, F. J., M. N. Revilla-Camacho, M. Vega-Vázquez, and B. Palacios-Florencio. 2016. “Value co-Creation and Customer Loyalty.” Journal of Business Research 69 (5): 1621–1625. doi:10.1016/j.jbusres.2015.10.028.
  • Dalisay, F., M. J. Kushin, M. Yamamoto, Y. I. Liu, and P. Skalski. 2015. “Motivations for Game Play and the Social Capital and Civic Potential of Video Games.” New Media & Society 17 (9): 1399–1417. doi:10.1177/1461444814525753.
  • Davidovici-Nora, M. 2009. “The Dynamics of co-Creation in the Video Game Industry: The Case of World of Warcraft.” Communications & Stratégies 73: 43.
  • Deleuze, J., P. Maurage, A. Schimmenti, F. Nuyens, A. Melzer, and J. Billieux. 2019. “Escaping Reality Through Videogames is Linked to an Implicit Preference for Virtual Over Real-Life Stimuli.” Journal of Affective Disorders 245: 1024–1031. doi:10.1016/j.jad.2018.11.078.
  • Domahidi, E., R. Festl, and T. Quandt. 2014. “To Dwell among Gamers: Investigating the Relationship Between Social Online Game use and Gaming-Related Friendships.” Computers in Human Behavior 35: 107–115. doi:10.1016/j.chb.2014.02.023.
  • Donati, S., S. Zappalà, and V. González-Romá. 2020. “The Double-Edge Sword Effect of Interorganizational Trust on Involvement in Interorganizational Networks: The Mediator Role of Affective Commitment.” European Management Journal 38 (4): 613–622. doi:10.1016/j.emj.2019.12.014.
  • Dubois, L. E., and J. Weststar. 2021. “Games-as-a-service: Conflicted Identities on the new Front-Line of Video Game Development.” New Media & Society. doi:10.1177/1461444821995815.
  • Fornell, C., and D. F. Larcker. 1981. “Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics.” Journal of Marketing Research 18 (3): 382. doi:10.2307/3150980.
  • Friman, M., T. Gärling, B. Millett, J. Mattsson, and R. Johnston. 2002. “An Analysis of International Business-to-Business Relationships Based on the Commitment–Trust Theory.” Industrial Marketing Management 31 (5): 403–409. doi:10.1016/s0019-8501(01)00154-7.
  • Garbarino, E., and M. S. Johnson. 1999. “The Different Roles of Satisfaction, Trust, and Commitment in Customer Relationships.” Journal of Marketing 63 (2): 70–87. doi:10.1177/002224299906300205.
  • Gaskin, J., and J. Lim. 2018. “Multigroup Analysis, AMOS Plugin.” Gaskination’s StatWiki. http://statwiki.gaskination.com.
  • Ghazali, E., D. S. Mutum, and M. Y. Woon. 2019. “Exploring Player Behavior and Motivations to Continue Playing Pokémon GO.” Information Technology & People 32 (3): 646–667. doi:10.1108/itp-07-2017-0216.
  • Goutam, D., and B. V. Gopalakrishna. 2018. “Customer Loyalty Development in Online Shopping: An Integration of e-Service Quality Model and Commitment-Trust Theory.” Management Science Letters, 1149–1158. doi:10.5267/j.msl.2018.8.009.
  • Granic, I., A. Lobel, and R. C. M. E. Engels. 2014. “The Benefits of Playing Video Games.” American Psychologist 69 (1): 66–78. doi:10.1037/a0034857.
  • Grewal, D., D. K. Gauri, G. Das, J. Agarwal, and M. T. Spence. 2021. “Retailing and Emergent Technologies.” Journal of Business Research 134: 198–202.
  • Groening, C., and C. Binnewies. 2019. ““Achievement Unlocked!” - The Impact of Digital Achievements as a Gamification Element on Motivation and Performance.” Computers in Human Behavior 97: 151–166. doi:10.1016/j.chb.2019.02.026.
  • Grundy, D. 2010. “An Empirical Investigation into the Drivers of Re-Subscription in Massively Multiplayer Online Games: A Commitment Trust Theory Approach.” Doctoral diss., University of Northumbria at Newcastle.
  • Guo, L., X. Hu, J. Lu, and L. Ma. 2021. “Effects of Customer Trust on Engagement in Live Streaming Commerce: Mediating Role of Swift Guanxi.” Internet Research 31 (5): 1718–1744. doi:10.1108/intr-02-2020-0078.
  • Hashim, K. F., and F. B. Tan. 2015. “The Mediating Role of Trust and Commitment on Members’ Continuous Knowledge Sharing Intention: A Commitment-Trust Theory Perspective.” International Journal of Information Management 35 (2): 145–151. doi:10.1016/j.ijinfomgt.2014.11.001.
  • Hayes, A. F. 2012. “PROCESS: A Versatile Computational Tool for Observed Variable Mediation, Moderation, and Conditional Process Modeling.” White paper. http://www.afhayes.com/ public/process2012.pdf.
  • Hayes, A. F., A. K. Montoya, and N. J. Rockwood. 2017. “The Analysis of Mechanisms and Their Contingencies: PROCESS Versus Structural Equation Modeling.” Australasian Marketing Journal 25 (1): 76–81. doi:10.1016/j.ausmj.2017.02.001.
  • Hoffman, D. L., and T. P. Novak. 1996. “Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations.” Journal of Marketing 60 (3): 50–68. doi:10.1177/002224299606000304.
  • Hollebeek, L. D., R. K. Srivastava, and T. Chen. 2019. “S-D Logic–Informed Customer Engagement: Integrative Framework, Revised Fundamental Propositions, and Application to CRM.” Journal of the Academy of Marketing Science 47 (1): 161–185. doi:10.1007/s11747-016-0494-5.
  • Hsu, Chien-Lung, Chia-Chang Liu, and Yuan-Duen Lee. 2010. “Effect of Commitment and Trust Towards Micro-Blogs on Consumer Behavioral Intention: A Relationship Marketing Perspective.” International Journal of Electronic Business Management 8 (4): 292–303.
  • Hsu, C. L., and H. P. Lu. 2007. "Consumer Behavior in Online Game Communities: A Motivational Factor Perspective." Computers in Human Behavior 23 (3): 1642–1659.
  • Hu, L. T., and P. M. Bentler. 1999. “Cutoff Criteria for Fit Indexes in Covariance Structure Analysis: Conventional Criteria Versus New Alternatives.” Structural Equation Modeling: A Multidisciplinary Journal 6 (1): 1–55.
  • Huang, M. H. 2006. “Flow, Enduring, and Situational Involvement in the Web Environment: A Tripartite Second-Order Examination.” Psychology and Marketing 23 (5): 383–411. doi:10.1002/mar.20118.
  • Huang, T. L., C. I. Teng, S. I. Tai, H. Chen, and A. R. Dennis. 2022. “Power Structure Builds Gamer Loyalty.” Decision Support Systems 154: 113696. doi:10.1016/j.dss.2021.113696.
  • Iwasaki, Y., and M. E. Havitz. 2004. “Examining Relationships Between Leisure Involvement, Psychological Commitment and Loyalty to a Recreation Agency.” Journal of Leisure Research 36 (1): 45–72.
  • Jaakkola, E., A. Helkkula, and L. Aarikka-Stenroos. 2015. “Service Experience co-Creation: Conceptualization, Implications, and Future Research Directions.” Journal of Service Management 26 (2): 182–205. doi:10.1108/josm-12-2014-0323.
  • Jung, H. S., K. H. Kim, and C. H. Lee. 2014. “Influences of Perceived Product Innovation upon Usage Behavior for MMORPG: Product Capability, Technology Capability, and User Centered Design.” Journal of Business Research 67 (10): 2171–2178. doi:10.1016/j.jbusres.2014.04.027.
  • Juul, Jesper. 2002. “The Open and the Closed: Games of Emergence and Games of Progression.” In Computer Games and Digital Cultures Conference Proceedings, edited by Frans Mäyrä, 323–329. Tampere: Tampere University Press.
  • Kardefelt-Winther, D. 2014. “The Moderating Role of Psychosocial Well-Being on the Relationship Between Escapism and Excessive Online Gaming.” Computers in Human Behavior 38: 68–74. doi:10.1016/j.chb.2014.05.020.
  • Kim, J. B. 2012. “An Empirical Study on Consumer First Purchase Intention in Online Shopping: Integrating Initial Trust and TAM.” Electronic Commerce Research 12 (2): 125–150. doi:10.1007/s10660-012-9089-5.
  • Kim, D. J., D. L. Ferrin, and H. R. Rao. 2008. “A Trust-Based Consumer Decision-Making Model in Electronic Commerce: The Role of Trust, Perceived Risk, and Their Antecedents.” Decision Support Systems 44 (2): 544–564. doi:10.1016/j.dss.2007.07.001.
  • Klimmt, C., H. Schmid, and J. Orthmann. 2009. “Exploring the Enjoyment of Playing Browser Games.” CyberPsychology & Behavior 12 (2): 231–234. doi:10.1089/cpb.2008.0128.
  • Kline, R. B. 2015. Principles and Practice of Structural Equation Modeling. New York: Guilford Press.
  • Kohler, Fueller, Stieger Matzler, and J. Füller. 2011. “Co-Creation in Virtual Worlds: The Design of the User Experience.” MIS Quarterly 35 (3): 773. doi:10.2307/23042808.
  • Kollar, P. 2016. “The Past, Present and Future of League of Legends studio Riot Games.” Polygon. Accessed August, 23, 2021.
  • Kordyaka, B., K. Jahn, M. Müller, and B. Niehaves. 2019. “The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use.” DiGRA Conference. Hawaii.
  • Kristal, S., C. Baumgarth, C. Behnke, and J. Henseler. 2016. “Is Co-creation Really a Booster for Brand Equity? The Role of Co-creation in Observer-Based Brand Equity (OBBE).” Journal of Product & Brand Management 25 (3): 247–261. doi:10.1108/jpbm-05-2015-0893.
  • Kuss, D. J., and M. D. Griffiths. 2012. “Online Gaming Addiction in Children and Adolescents: A Review of Empirical Research.” Journal of Behavioral Addictions 1 (1): 3–22.
  • Larche, C. J., P. Tran, T. B. Kruger, N. Dhaliwal, and M. J. Dixon. 2021. “Escaping the Woes through Flow? Examining the Relationship Between Escapism, Depression, and Flow Experience in Role-Playing and Platform Games.” Journal of Gambling Issues 46.
  • Laurent, G., and J. N. Kapferer. 1985. “Measuring Consumer Involvement Profiles.” Journal of Marketing Research 22 (1): 41–53. doi:10.1177/002224378502200104.
  • Lee, K. C., and N. Chung. 2009. “Understanding Factors Affecting Trust in and Satisfaction with Mobile Banking in Korea: A Modified DeLone and McLean’s Model Perspective.” Interacting with Computers 21 (5–6): 385–392. doi:10.1016/j.intcom.2009.06.004.
  • Lee, M. C., and T. R. Tsai. 2010. “What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior.” International Journal of Human-Computer Interaction 26 (6): 601–620. doi:10.1080/10447311003781318.
  • Lee, M. K. O., and E. Turban. 2001. “A Trust Model for Consumer Internet Shopping.” International Journal of Electronic Commerce 6 (1): 75–91. doi:10.1080/10864415.2001.11044227.
  • Li, D., A. Liau, and A. Khoo. 2011. “Examining the Influence of Actual-Ideal Self-Discrepancies, Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online Adolescent Gamers.” Cyberpsychology, Behavior, and Social Networking 14 (9): 535–539. doi:10.1089/cyber.2010.0463.
  • Liao, G. Y., T. Cheng, W. L. Shiau, and C. I. Teng. 2021. “Impact of Online Gamers’ Conscientiousness on Team Function Engagement and Loyalty.” Decision Support Systems 142: 113468. doi:10.1016/j.dss.2020.113468.
  • Liao, G. Y., T. T. L. Pham, T. Cheng, and C. I. Teng. 2020. “How Online Gamers’ Participation Fosters Their Team Commitment: Perspective of Social Identity Theory.” International Journal of Information Management 52: 102095. doi:10.1016/j.ijinfomgt.2020.102095.
  • Liao, G. Y., T. T. L. Pham, H. Y. Huang, T. Cheng, and C. I. Teng. 2022. “Real-world Demotivation as a Predictor of Continued Video Game Playing: A Study on Escapism, Anxiety and Lack of Intrinsic Motivation.” Electronic Commerce Research and Applications 53: 101147. doi:10.1016/j.elerap.2022.101147.
  • Ma, J., Y. Lu, and S. Gupta. 2019. “User Innovation Evaluation: Empirical Evidence from an Online Game Community.” Decision Support Systems 117: 113–123. doi:10.1016/j.dss.2018.11.003.
  • Mael, F., and B. E. Ashforth. 1992. “Alumni and Their Alma Mater: A Partial Test of the Reformulated Model of Organizational Identification.” Journal of Organizational Behavior 13 (2): 103–123. doi:10.1002/job.4030130202.
  • Mateo-Orcajada, A., L. Abenza-Cano, and R. Vaquero-Cristóbal. 2022. “Analyzing the Changes in the Psychological Profile of Professional League of Legends Players During Competition.” Computers in Human Behavior 126: 107030. doi:10.1016/j.chb.2021.107030.
  • Mayer, R. C., J. H. Davis, and F. D. Schoorman. 1995. “An Integrative Model Of Organizational Trust.” Academy of Management Review 20 (3): 709–734. doi:10.5465/amr.1995.9508080335.
  • Merhi, M. I. 2016. “Towards a Framework for Online Game Adoption.” Computers in Human Behavior 60: 253–263. doi:10.1016/j.chb.2016.02.072.
  • Moliner, M. A., J. Sánchez, R. M. Rodríguez, and L. Callarisa. 2007. “Perceived Relationship Quality and Post-Purchase Perceived Value.” European Journal of Marketing 41 (11/12): 1392–1422. doi:10.1108/03090560710821233.
  • Monge, C. K., and T. C. O’Brien. 2022. “Effects of Individual Toxic Behavior on Team Performance in League of Legends.” Media Psychology 25 (1): 82–105. doi:10.1080/15213269.2020.1868322.
  • Moon, J., M. D. Hossain, G. L. Sanders, E. J. Garrity, and S. Jo. 2013. “Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model.” International Journal of Electronic Commerce 17 (4): 7–38. doi:10.2753/jec1086-4415170401.
  • Moorman, C., G. Zaltman, and R. Deshpande. 1992. “Relationships Between Providers and Users of Market Research: The Dynamics of Trust Within and Between Organizations.” Journal of Marketing Research 29 (3): 314–328. doi:10.1177/002224379202900303.
  • Morgan, R. M., and S. D. Hunt. 1994. “The Commitment-Trust Theory of Relationship Marketing.” Journal of Marketing 58 (3): 20–38. doi:10.1177/002224299405800302.
  • Naydanova, E., and B. D. Beal. 2016. “Harmonious and Obsessive Internet Passion, Competence, and Self-Worth: A Study of High School Students in the United States and Russia.” Computers in Human Behavior 64: 88–93.
  • Naydanova, E., B. D. Beal, and D. H. Doty. 2018. “Internet Use for School-Mandated and Self-Initiated Learning: Good, Bad, or Both?” Cyberpsychology, Behavior, and Social Networking 21 (7): 444–449. doi:10.1089/cyber.2017.0003.
  • Newzoo. 2022. Newzoo Global Esports Market Report 2012. Retrieved from: https://newzoo.com/insights/trendreports/newzoo-global-esports-live-streaming-market-report-2022-free-version.
  • Novak, T. P., D. L. Hoffman, and Y. F. Yung. 2000. “Measuring the Customer Experience in Online Environments: A Structural Modeling Approach.” Marketing Science 19 (1): 22–42. doi:10.1287/mksc.19.1.22.15184.
  • Park, S. B., and N. Chung. 2011. “Mediating Roles of Self-Presentation Desire in Online Game Community Commitment and Trust Behavior of Massive Multiplayer Online Role-Playing Games.” Computers in Human Behavior 27 (6): 2372–2379. doi:10.1016/j.chb.2011.07.016.
  • Pavlou, Paul A., Huigang Liang, and Yajiong Xue. 2007. “Understanding and Mitigating Uncertainty in Online Exchange Relationships: A Principal-Agent Perspective.” MIS Quarterly 31 (1): 105. doi:10.2307/25148783.
  • Payne, A. F., K. Storbacka, and P. Frow. 2007. “Managing the co-Creation of Value.” Journal of the Academy of Marketing Science 36 (1): 83–96. doi:10.1007/s11747-007-0070-0.
  • Podsakoff, P. M., S. B. MacKenzie, J. Y. Lee, and N. P. Podsakoff. 2003. “Common Method Biases in Behavioral Research: A Critical Review of the Literature and Recommended Remedies.” Journal of Applied Psychology 88 (5): 879–903. doi:10.1037/0021-9010.88.5.879.
  • Prahalad, C., and V. Ramaswamy. 2004. “Co-creation Experiences: The Next Practice in Value Creation.” Journal of Interactive Marketing 18 (3): 5–14. doi:10.1002/dir.20015.
  • Ramaswamy, V., and K. Ozcan. 2016. “Brand Value Co-creation in a Digitalized World: An Integrative Framework and Research Implications.” International Journal of Research in Marketing 33 (1): 93–106. doi:10.1016/j.ijresmar.2015.07.001.
  • Randall, W. S., M. J. Gravier, and V. R. Prybutok. 2011. “Connection, Trust, and Commitment: Dimensions of Co-creation?” Journal of Strategic Marketing 19 (1): 3–24. doi:10.1080/0965254x.2010.537760.
  • Sanchez-Franco, M. J. 2009. “The Moderating Effects of Involvement on the Relationships Between Satisfaction, Trust and Commitment in e-Banking.” Journal of Interactive Marketing 23 (3): 247–258. doi:10.1016/j.intmar.2009.04.007.
  • Sheridan, T. B. 1992. “Musings on Telepresence and Virtual Presence.” Presence: Teleoperators and Virtual Environments 1 (1): 120–126. doi:10.1162/pres.1992.1.1.120.
  • Shiau, W. L., and M. M. Luo. 2013. “Continuance Intention of Blog Users: The Impact of Perceived Enjoyment, Habit, User Involvement and Blogging Time.” Behaviour & Information Technology 32 (6): 570–583. doi:10.1080/0144929x.2012.671851.
  • Snodgrass, J. G., H. J. F. Dengah, M. G. Lacy, and J. Fagan. 2013. “A Formal Anthropological View of Motivation Models of Problematic MMO Play: Achievement, Social, and Immersion Factors in the Context of Culture.” Transcultural Psychiatry 50 (2): 235–262. doi:10.1177/1363461513487666.
  • Stenseng, F., J. Falch-Madsen, and B. W. Hygen. 2021. “Are There two Types of Escapism? Exploring a Dualistic Model of Escapism in Digital Gaming and Online Streaming.” Psychology of Popular Media 10 (3): 319–329. doi:10.1037/ppm0000339.
  • Stetina, B. U., O. D. Kothgassner, M. Lehenbauer, and I. Kryspin-Exner. 2011. “Beyond the Fascination of Online-Games: Probing Addictive Behavior and Depression in the World of Online-Gaming.” Computers in Human Behavior 27 (1): 473–479. doi:10.1016/j.chb.2010.09.015.
  • Storbacka, K., R. J. Brodie, T. Böhmann, P. P. Maglio, and S. Nenonen. 2016. “Actor Engagement as a Microfoundation for Value co-Creation.” Journal of Business Research 69 (8): 3008–3017. doi:10.1016/j.jbusres.2016.02.034.
  • Tajfel, H., and J. C. Turner. 2004. “The Social Identity Theory of Intergroup Behavior.” In Political Psychology (pp. 276–293). Psychology Press.
  • Tajvidi, M., M. O. Richard, Y. Wang, and N. Hajli. 2018. “Brand Co-creation Through Social Commerce Information Sharing: The Role of Social Media.” Journal of Business Research 121: 476–486. doi:10.1016/j.jbusres.2018.06.008.
  • Tan, W. K., and L. M. Chen. 2022. “That’s not my Fault: Excuses Given by Players Exhibiting in-Game Intra-Team Aggressive Behavior in Online Games.” Computers in Human Behavior 127: 107045. doi:10.1016/j.chb.2021.107045.
  • Teng, C. I. 2021. “How Can Avatar’s Item Customizability Impact Gamer Loyalty?” Telematics and Informatics 62: 101626. doi:10.1016/j.tele.2021.101626.
  • Uysal, A. 2016. “Commitment to Multiplayer Online Games: An Investment Model Approach.” Computers in Human Behavior 61: 357–363. doi:10.1016/j.chb.2016.03.028.
  • Vargo, S. L., and R. F. Lusch. 2004. “Evolving to a New Dominant Logic for Marketing.” Journal of Marketing 68 (1): 1–17. doi:10.1509/jmkg.68.1.1.24036.
  • Vargo, S. L., and R. F. Lusch. 2008. “Service-dominant Logic: Continuing the Evolution.” Journal of the Academy of Marketing Science 36 (1): 1–10. doi:10.1007/s11747-007-0069-6.
  • Vega-Vazquez, M., M. Ángeles Revilla-Camacho, and J. Cossío-Silva. 2013. “The Value Co-creation Process as a Determinant of Customer Satisfaction.” Management Decision 51 (10): 1945–1953. doi:10.1108/md-04-2013-0227.
  • Wang, X., M. Tajvidi, X. Lin, and N. Hajli. 2019. “Towards an Ethical and Trustworthy Social Commerce Community for Brand Value Co-creation: A Trust-Commitment Perspective.” Journal of Business Ethics 167 (1): 137–152. doi:10.1007/s10551-019-04182-z.
  • Wang, K. Y., W. H. Chih, and L. C. Hsu. 2020. “Building Brand Community Relationships on Facebook Fan Pages: The Role of Perceived Interactivity.” International Journal of Electronic Commerce 24 (2): 211–231.
  • Wodarczyk, S., and S. von Mammen. (2020, August). “Emergent Multiplayer Games.” In 2020 IEEE Conference on Games (CoG) (pp. 33–40). IEEE.
  • Wu, S. L., and C. P. Hsu. 2018. “Role of Authenticity in Massively Multiplayer Online Role Playing Games (MMORPGs): Determinants of Virtual Item Purchase Intention.” Journal of Business Research 92: 242–249. doi:10.1016/j.jbusres.2018.07.035.
  • Wu, J., and D. Liu. 2007. “The Effects of Trust and Enjoyment on Intention to Play Online Games.” Journal of Electronic Commerce Research 8 (2): 128–140.
  • Wu, M., Y. Weng, and I. Huang. 2012. “A Study of Supply Chain Partnerships Based on the Commitment-Trust Theory.” Asia Pacific Journal of Marketing and Logistics 24 (4): 690–707. doi:10.1108/13555851211259098.
  • Yee, N. 2006. “Motivations for Play in Online Games.” CyberPsychology & Behavior 9 (6): 772–775. doi:10.1089/cpb.2006.9.772.
  • Yeh, Y. H., and S. M. Choi. 2011. “MINI-lovers, Maxi-Mouths: An Investigation of Antecedents to eWOM Intention among Brand Community Members.” Journal of Marketing Communications 17 (3): 145–162. doi:10.1080/13527260903351119.
  • Yuan, Y., F. Lai, and Z. Chu. 2018. “Continuous Usage Intention of Internet Banking: A Commitment-Trust Model.” Information Systems and E-Business Management 17 (1): 1–25. doi:10.1007/s10257-018-0372-4.
  • Zaichkowsky, J. L. 1985. “Measuring the Involvement Construct.” Journal of Consumer Research 12 (3): 341. doi:10.1086/208520.
  • Zhang, T., A. Bilgihan, J. Kandampully, and C. Lu. 2018. “Building Stronger Hospitality Brands through Online Communities.” Journal of Hospitality and Tourism Technology.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.