Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator

dc.authoridhttps://orcid.org/0000-0002-2732-2873
dc.authoridhttps://orcid.org/0009-0002-7984-7361
dc.authoridhttps://orcid.org/0000-0001-7969-8875
dc.contributor.authorCengiz, Hakan
dc.contributor.authorPouyan, Arezoo
dc.contributor.authorAzdemir, Hasan
dc.date.accessioned2025-01-10T09:10:20Z
dc.date.available2025-01-10T09:10:20Z
dc.date.issued2025-02
dc.departmentFakülteler, İşletme Fakültesi, İşletme Bölümü
dc.description.abstractThis study investigated the effects of competitive attitudes on in-game impulse purchase behaviors, focusing on the mediating role of the need for popularity and the moderating effect of social competence. Data collected from 234 participants via broadcasters on Discord and Twitch platforms was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings confirm that the need for popularity fully mediates the relationship between competitive attitudes and in-game impulse purchases. Moreover, social competence was found to moderate this relationship negatively, indicating that individuals with lower social competence are more influenced by their need for popularity when making in-game impulse purchases. These insights highlight the significant impact of social dynamics and individual psychological traits on consumer behavior in gaming environments. Furthermore, these results emphasize the ethical imperative for game developers to implement protective measures to safeguard consumers from the potential negative effects of in-game impulse purchases.
dc.identifier.citationCengiz, H., Pouyan, A., & Azdemir, H. (2024). Linking gamers' competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator. Comput. Hum. Behav., 163, 108479.
dc.identifier.doi10.1016/j.chb.2024.108479
dc.identifier.issn0747-5632
dc.identifier.issn1873-7692
dc.identifier.scopus2-s2.0-85207214222
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.1016/j.chb.2024.108479
dc.identifier.urihttps://hdl.handle.net/20.500.14619/14971
dc.identifier.volume163
dc.identifier.wosWOS:001350692900001
dc.identifier.wosqualityQ1
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherElsevier BV
dc.relation.ispartofComputers in Human Behavior
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.subjectCompetitive attitude
dc.subjectImpulse purchase behaviors
dc.subjectIn-game purchase
dc.subjectSocial competence
dc.subjectThe need for popularity
dc.titleLinking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator
dc.typeArticle
oaire.citation.volume163

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