TY - JOUR
T1 - Drawing goals nearer
T2 - Using the goal-gradient perspective to increase online game usage
AU - Teng, Ching I.
AU - Shiau, Wen Lung
AU - Cheng, T. C.E.
AU - Huang, Hsin Yi
N1 - Funding Information:
The authors thank the Editor-in-Chief: Prof. Yogesh Dwivedi and the anonymous reviewers for their very helpful comments and guidance. The authors thank Ministry of Science and Technology , Taiwan (MOST 106–2410-H-182–005-MY3) for financial support for this study. Cheng was also supported in part by The Hong Kong Polytechnic University under the Fung Yiu King - Wing Hang Bank Endowed Professorship in Business Administration.
Publisher Copyright:
© 2022 Elsevier Ltd
PY - 2022/10
Y1 - 2022/10
N2 - Online games attract a huge number of players, sparking intense competition among game developers, who must identify how they can retain players. While basic game design includes challenges, players may feel that highly challenging in-game goals are distant and even unattainable, reducing their gameplay momentum. Thus, game developers face a dilemma between designing goals that seem unattainable or goals deemed too easy and thus not challenging enough, which our study addresses. To achieve this, we identified two new triggers derived from social cognitive theory (SCT) that could trigger the motivational process of goal gradient theory (GGT)—expectancy for character growth and gaming self-efficacy. Survey data from 1724 online game players were gathered and used to verify the model. Our study uniquely shows that expectancy for character growth can trigger motivation to attain gaming goals and that gaming self-efficacy can increase perceived gaming goal proximity and motivation to attain gaming goals and, thus, further sustain game usage. Collectively, this study helps resolve game developers’ aforementioned dilemma by recommending that they include challenging in-game goals and persuade players that they can achieve such goals immediately (i.e., gaming self-efficacy) or in the near future (i.e., expectancy for character growth), thus increasing perceived goal proximity or making goals seem closer.
AB - Online games attract a huge number of players, sparking intense competition among game developers, who must identify how they can retain players. While basic game design includes challenges, players may feel that highly challenging in-game goals are distant and even unattainable, reducing their gameplay momentum. Thus, game developers face a dilemma between designing goals that seem unattainable or goals deemed too easy and thus not challenging enough, which our study addresses. To achieve this, we identified two new triggers derived from social cognitive theory (SCT) that could trigger the motivational process of goal gradient theory (GGT)—expectancy for character growth and gaming self-efficacy. Survey data from 1724 online game players were gathered and used to verify the model. Our study uniquely shows that expectancy for character growth can trigger motivation to attain gaming goals and that gaming self-efficacy can increase perceived gaming goal proximity and motivation to attain gaming goals and, thus, further sustain game usage. Collectively, this study helps resolve game developers’ aforementioned dilemma by recommending that they include challenging in-game goals and persuade players that they can achieve such goals immediately (i.e., gaming self-efficacy) or in the near future (i.e., expectancy for character growth), thus increasing perceived goal proximity or making goals seem closer.
KW - Game usage
KW - Goal gradient theory
KW - Goal proximity
KW - Online game
KW - Structural equation modeling
UR - http://www.scopus.com/inward/record.url?scp=85129468278&partnerID=8YFLogxK
U2 - 10.1016/j.ijinfomgt.2022.102522
DO - 10.1016/j.ijinfomgt.2022.102522
M3 - Journal article
AN - SCOPUS:85129468278
SN - 0268-4012
VL - 66
JO - International Journal of Information Management
JF - International Journal of Information Management
M1 - 102522
ER -