dc.description.abstract | Social network services (SNS, aka social network sites) have been the most thriving internet applications these days. As PCs and internet had been available all over the world, a portion of people’s daily life moved to the virtual world while people spend more time on the internet. SNS can help people arrange their true social relationships via the internet, hence has become so popular among internet users.
SNS provide services in all manners, some has been outstanding, one of which is Facebook that has become the second largest website on the internet. After launched Facebook platform for third-party application developers in 2007, plenty of entertaining game software has been developed on Facebook which become so popular and helped Facebook to attract millions of users, thus become the largest SNS of the world. Those games that built on SNS therefore are called SNS games, or social games for short.
Games are likely the killer application that made a major upgrade on website enjoyment, created incredibly high profit in combination with SNS, inspired numerous existing and newly-formed SNS to cooperate with game developers, trying to imitate the way Facebook attracts users and achieves competitive advantage. Meanwhile, the explosive growth of SNS gamers on Facebook slowed down, gamers began to rationally consider whether to continue using current SNS as gaming platform or not. To gain more profit, SNS and game developers must understand how to retain gamers’ continuance behavior. For purposes mentioned, this study focuses on this brand new subject, trying to figure out the reasons that gamers would like to continue using current SNS for game play.
The study has formed 14 hypotheses to build a research model based on literatures. We further analyze the data through statistical software to confirm hypothesizes, and the result shows that:
1.SNS gamers’ “continuance behavior” will be positively influenced by “continuance intention” and “game addiction”.
2.It’s not supportive that SNS gamers’ “continuance behavior” will be positively influenced by “facilitating conditions”.
3.SNS gamers’ “continuance intention” will be positively influenced by “game satisfaction” and “game self-efficacy”.
4.It’s not supportive that SNS gamers’ “continuance intention” will be positively influenced by “perceived enjoyment” and “social norms”.
5.SNS gamers’ “game addiction” will be positively influenced by “perceived enjoyment”.
6.It’s not supportive that SNS gamers’ “game addiction” will be positively influenced by “sociability” and “social norms”.
7.SNS gamers’ “game satisfaction” will be positively influenced by “sociability” and “perceived enjoyment”.
8.SNS gamers’ “perceived enjoyment” will be positively influenced by “sociability” and “social norms”.
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