作者: Claus-Peter H. Ernst , Alexander W. Ernst
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摘要: The Pokemon video game series is one of the most successful ever created. However, it still unclear why these games in particular have become so while others not. Based on Uses and Gratifications Theory concept Need to Belong, we postulate that an individual’s Perceived Belonging (i.e., degree which a person feels connected accepted by others) positively influences his/her Actual Game Use, i.e., how often he/she plays Pokemon. After surveying 2,294 German-speaking visitors Germany’s popular websites applying structural equation modeling approach, confirmed direct positive influence factor Use as well indirect through Enjoyment. Overall, our study suggests developers should include belonging-oriented aspects into their games, such virtual pets, increase individuals’ usage Belonging.