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Received: 24 July 2019 Revised: 4 March 2020 Accepted: 20 April 2020

DOI: 10.1002/cb.1831

ACADEMIC PAPER

Impact of perceived value on casual mobile game loyalty:


The moderating effect of intensity of playing

Sebastian Molinillo1 | Arnold Japutra2 | Francisco Liébana-Cabanillas3

1
Department of Business Management,
Faculty of Economics and Business, University Abstract
of Malaga, Malaga, Spain The retention rate of mobile game players is one of the subjects that spark most
2
Department of Marketing, UWA Business
interest in the industry, as many abandon the games only a few hours after down-
School, University of Western Australia, Perth,
Western Australia, Australia loading them. This study examines the antecedents of loyalty towards mobile games
3
Department of Marketing and Market from the perspective of perceived value and explores the moderating effect of inten-
Research, Faculty of Economics and Business,
University of Granada, Granada, Spain sity of playing. The results revealed that hedonic value (i.e., perceived enjoyment and
perceived attractiveness) and, to a lesser extent, utilitarian value (i.e., effort expec-
Correspondence
Sebastian Molinillo, Department of Business tancy and perceived usefulness) are crucial in the loyalty that players feel towards
Management, Faculty of Economics and mobile games. Intensity of playing weakens the relationship between perceived use-
Business, University of Malaga, Campus el
Ejido s/n, 29071 Malaga, Spain. fulness, perceived enjoyment and loyalty intention. Based on the findings, theoretical
Email: smolinillo@uma.es and practical implications are provided.

Funding information
Plan Andaluz de Investigación, Desarrollo e
Innovación

1 | I N T RO DU CT I O N financial cost for the user in switching from one game to another.
Moreover, exposure to advertisements has a negative effect on the
Mobile games (MGs) are applications designed for users to play on gaming experience and customer retention (Lorenzon &
small handheld computing devices, such as smartphones and tablets. Russell, 2012). In addition, given that the devices have limited capac-
In general, MGs are much more accessible and convenient than other ity, their users have an easy choice to delete one game app and install
gaming platforms (Wei & Lu, 2014). The number of regular players on another. Depending on the game, between 40% and 60% of users
these devices has already reached 60% of US adult gamers abandon them in the first 24 hr after they are downloaded (Verto
(Entertainment Software Association, 2019), while the average per- Analytics, 2016). Therefore, as companies look for ways to manage
centage penetration in key European countries, such as France, Ger- their long-term customer relationships, understanding which factors
many, Great Britain, and Spain is 48% (Interactive Software influence a player's decision to continue playing and to recommend a
Federation of Europe, 2019). The most popular game genre is the game to other players is a key priority (Seo, Buchanan-Oliver, &
casual game, which in the United Stated attracts 71% of adult video Fam, 2015; Yi, Lee, & Kim, 2019), because it is the loyal players who
gamers (Entertainment Software Association, 2019). Two of the most will potentially pay for upgrades, make in-app purchases and attract
popular games with these features are Angry Birds and Candy Crush indirect revenue through advertising (Hsu & Lin, 2016).
Saga. However, despite the high market penetration of this genre, Previous research has extensively studied the antecedents of
companies suffer low retention rates, which dramatically reduces the continuance intention to use online games on PC and video game
long-term value of the games (GameAnalytics, 2019). Rapid demand consoles, but only a few works have tried to understand the factors
increase has attracted an increasing number of gaming companies that that drive MG loyalty (Hamari, Keronen, & Alha, 2015; Shaikh &
have to make great efforts to gain market share (Newzoo, 2018). The Karjaluoto, 2015). MGs differ from those developed for PCs and game
competition is such that, in many cases, after the games are down- consoles because of hardware and software limitations (Kuittinen,
loaded, they have a very short life cycle (Kang & Kim, 2016). Kultima, Niemelä, & Paavilainen, 2007). Hence, it is possible that the
Most casual games are free, and the companies monetize them antecedents of loyalty towards MGs differ from the loyalty anteced-
through in-app purchases and advertisements. Thus, there is no ents of games played on other devices. Consequently, given the

J Consumer Behav. 2020;1–12. wileyonlinelibrary.com/journal/cb © 2020 John Wiley & Sons Ltd 1
2 MOLINILLO ET AL.

importance of casual games in the industry, its difficulty in retaining This study aims to explain players' motivations to remain loyal to
customers and the gap in the literature on consumer loyalty to MGs, games and how these motivations vary depending on IoP. In addition,
this study analyses the factors that enhance player loyalty towards the study also provides valuable insights into mobile gamers' behav-
casual MGs. iours and raises additional implications for consumer behavioural the-
On the basis of equity theory (Huppertz, Arenson, & Evans, 1978; ory in the MG context. The results of this research can help
Oliver & DeSarbo, 1988), the marketing literature proposes that cus- companies in the sector develop effective MGs that will increase
tomer perceived value is one of the most important predictors of cus- player loyalty.
tomer loyalty (Parasuraman & Grewal, 2000; Yang & Peterson, 2004).
Equity theory suggests that consumers will feel treated fairly in an
exchange if they perceive that the inputs are in some sense fair, right 2 | LI T E RA T U R E RE V I E W
or that the outcomes are deserved (Oliver & DeSarbo, 1988). There-
fore, perceived value is the result of the consumer's overall assess- 2.1 | Casual mobile games
ment of the utility of a product based on perceptions of what (s)he
receives in exchange for what (s)he gives, including monetary pay- CMGs are one of the three game genres with the highest market
ments and nonmonetary sacrifices (Zeithaml, 1988). Perceived value share in terms of turnover; for example, in the United States and
is also considered the key outcome variable in a general model of con- Canada they now have 20% market share, behind only casino and
sumer experience; it has been divided into two dimensions, the utili- card games and strategy and simulation games (Newzoo, 2018).
tarian and the hedonic (Babin, Darden, & Griffin, 1994). In the context CMGs have been described as video games played on mobile devices,
of online games, some scholars have asserted that perceived value is a generally having uncomplicated game controls, easy to learn, simple
key antecedent of loyalty (Calvo-Porral & Nieto-Mengotti, 2019; Su, story lines, fast rewards and which require little dedication to progress
Chiang, Lee, & Chang, 2016; Yang, Wu, & Wang, 2009). However, no within the games (Kuittinen et al., 2007). This type of game can be dis-
study has integrated and analysed the direct influence of utilitarian tinguished from hardcore games in that their play sessions are usually
and hedonic values on player loyalty towards MGs. Therefore, this shorter, their rules are simpler, and they require less commitment
study adopts equity theory, in a consumption experience approach, as (Engl & Nacke, 2013). The characteristics of casual games attract
a framework for exploring the influence of customer value percep- many active daily users, but their retention rate (i.e., how many users
tions on loyalty intention towards casual MGs. continue to play after X days playing a game) is very low, perhaps
Bolton and Lemon (1999) contributed to equity theory by intro- because users quickly tire of the simplicity of many games once they
ducing the concept of payment equity to explain that the service get to know them well. According to GameAnalytics (2019), for most
provider–customer relationship changes over time with use, because causal games the retention rate after D1 (Day 1) is below 30% and
customers update their evaluations of the fairness of exchanges. In falls below 8% at D7 (Day 7), far below the recommended minimum
this sense, the present study proposes that the relationship between industry retention targets (D1 at 35% and D7 at 11%).
perceived value and loyalty may be affected by the intensity of Most CMGs can be acquired and played free of charge (free-to-
playing (IoP) games. Previous studies have shown that some players play or F2P model), but players are encouraged to buy virtual goods
perceive they suffer greater personal sacrifices (e.g., fewer rest hours, (in-app purchases) and they are exposed to advertising during game
fewer personal relationships, less dedication to work/study) as the play (ad-based monetization) (GameAnalytics, 2019). It is precisely this
time they spend playing increases (Griffiths, Davies, & Chappell, 2004; purchasing of items from game companies, instead of making
Hellström, Nilsson, Leppert, & Åslund, 2012; Seok & DaCosta, 2018). exchanges between players, as in pay-to-play games, that transforms
If the player perceives that the cost of playing is increasing, perceived players' self-images from feeling they are members of communities to
value may reduce. Scholars have shown that IoP online games miti- a recognition that they are de facto consumers (Lin & Sun, 2011). Pre-
gate the impact of satisfaction on loyalty (Lu & Wang, 2008). How- vious studies have explained this shift from user to paying customer
ever, hitherto no evaluation has been made of the influence of IoP on through various aspects, such as value for money (Vock, Dolen, &
the customer perceived value–loyalty intention relationship. It would Ruyter, 2013), attitude towards virtual goods (Hamari, 2015), how
be of value to academics, marketers and game developers to have designers implement game obstacles and social interaction (Hamari
more empirical findings on player loyalty, taking into account IoP. This et al., 2017), psychological needs (Jang, Lee, & Yoo, 2018), perceived
study, thus, proposes that IoP plays an important role in casual MGs value of in-app purchases (Ravoniarison & Benito, 2019) and advertis-
and aims to extent equity theory and the payment equity concept by ing avoidance, among others.
examining the impact of IoP on the value–loyalty chain.
This leads us to ask the following research questions: Does per-
ceived value influence players' loyalty towards casual mobile games 2.2 | Mobile game loyalty
(CMGs)? Does IoP moderate the relationship between perceived value
and loyalty towards CMGs? To answer these questions, this study Company marketing activities often have the aims of developing,
proposes a framework based on the perceived value derived from maintaining and increasing customer loyalty. Loyal customers are
users' experiences with these games. important because of their impact on revenue and because the cost of
MOLINILLO ET AL. 3

retaining them is lower than that of attracting new customers consumers will be more motivated to maintain relational exchanges in
(Oliver, 1999). cases that provide value.
The consumer behaviour literature identifies a number of ante- The distinction between utilitarian and hedonic values has proved
cedent factors of online loyalty, among them satisfaction, perceived valid for analysing the results of the consumer's experience of online
value, trust, switching costs, website design, engagement, and user games (e.g., Chang, 2013; Chang, Liu, & Chen, 2014; Davis, Lang, &
experience (Bilgihan, 2016; Molinillo, Anaya-Sánchez, & Liébana- Gautam, 2013). The hedonic value of games (such as enjoyment and
Cabanillas, 2019; Molinillo, Gómez-Ortiz, Pérez-Aranda, & Navarro- fun) is inherent for both young and older players (De Schutter &
García, 2017; Mutum, Ghazali, Nguyen, & Arnott, 2014; Shankar, Brown, 2016), and it has been shown to influence loyalty intention
Smith, & Rangaswamy, 2003). Within the framework of equity the- (Su et al., 2016). A comparison of CMGs and hardcore games shows
ory (Huppertz et al., 1978; Oliver & DeSarbo, 1988), it is worth that CMGs are characterized as focusing on entertainment and casual-
highlighting that customer perceived value is one of the most ness, rather than on the long-term achievement goals built into hard-
important predictors of customer loyalty (Parasuraman & Grewal, core games (Engl & Nacke, 2013). In addition, CMGs also provide
2000; Yang & Peterson, 2004). utilitarian benefits beyond entertainment. Recent studies have argued
Consumer loyalty has been defined as the repeated playing and that CMGs have more positive values than simply just passing time
recommendation (to others) of games (Hsiao & Tang, 2016). Its and combatting boredom and loneliness (Chen & Leung, 2016). They
importance in the field of online games has prompted a significant can also improve quality of life, social relationships, learning, cultural
number of studies into PC games and video games. The study of memory, work and health (Begy, 2017; Cornejo, Hernandez, Tentori, &
customer loyalty is particularly important for CMGs because players Favela, 2015; Froschauer et al., 2012; Iversen, 2016; Lin, Wang, &
can quickly leave one game, and begin another, as the vast majority Chou, 2012; Wei & Lu, 2014; Xanthopoulou & Papagiannidis, 2012),
is free. As a result, many games remain on the market for a very among other things. Based on the above discussion, this study pro-
short time because players abandon them very quickly (Kang & poses utilitarian value and hedonic value as the components of the
Kim, 2016). perceived value that individuals derive from CMGs.
Previous studies into consumer behaviour in online games have
identified perceived value as a key antecedent of customer loyalty
(Su et al., 2016; Yang et al., 2009). However, to the best of our knowl- 3 | HY P O T H E S E S D EV E L O P M EN T
edge no study has investigated the antecedents of loyalty towards
CMGs from the perspective of customer perceived value. As it is diffi- 3.1 | Utilitarian value and loyalty intention
cult to measure actual human behaviour, behavioural intentions are
instead generally used as a valid predictor of behaviours (Venkatesh & Utilitarian value is linked to one's feeling of achievement and/or dis-
Davis, 2000). In this study we treat consumers' loyalty intention (LI) as appointment about one's ability (or inability) to complete a planned
a predictor of their loyalty towards CMGs. task, and is a reflection of whether a product or service has been
acquired in an efficient manner (Babin et al., 1994), taking into
account functional benefits and sacrifices (Overby & Lee, 2006). The
2.3 | Customer perceived value traditional technology acceptance model of Davis, Bagozzi, and
Warshaw (1989) proposed that the constructs perceived usefulness
Value is considered the key outcome variable in a general model of (PU) and perceived ease of use (PEOU) were the key variables that
customer experience (Babin et al., 1994); it originates from a series of provide the utilitarian value perceived by the user. In fact, PU and
interactions between a customer and a service provider (Gentile, PEOU have been used in several studies to measure the utilitarian
Spiller, & Noci, 2007). In the context of CMGs, player experience is value of information systems (e.g., Bruner & Kumar, 2005; Hsiao
the individual personal feelings of the player as a result of his/her et al., 2016; Sheng & Teo, 2012). PU has been defined as the subjec-
interaction with the game (Buchanan-Oliver & Seo, 2012; Molinillo, tive belief of the user that an information system will improve his or
Muñoz-Leiva, & Pérez-García, 2018). Therefore, the perceived value her work performance, whereas PEOU is the individual's perception
of a game is the player's subjective evaluation of the game after (s)he that using a certain system is effortless (Davis et al., 1989). Davis and
has played it (Chang, 2013). Venkatesh (1996) argued that consumers might use technology
It has been suggested that products are purchased for their utili- because they find it useful and it improves an aspect of their lives.
tarian and hedonic values as these two dimensions capture the rela- Later, Venkatesh, Thong, and Xu (2012) defined effort expectancy
tive and subjective worth of consumer shopping activities (Babin (EE), from the perspective of the consumer, as the degree of ease
et al., 1994). Utilitarian value is a general assessment of the balance associated with their use of technologies. Based on the above discus-
between functional benefit and sacrifice (Overby & Lee, 2006). In con- sion, this study uses the constructs EE and PU to explore the influ-
trast, hedonic value reflects the degree to which users experience fun ence of utilitarian value on loyalty intention.
or enjoyment when using an information system (Hsiao, Chang, & Previous studies have suggested that the utilitarian value per-
Tang, 2016). Yang and Peterson (2004) argued that perceived value ceived by the customer, or cognitive benefit derived from their con-
not only affects product choice, but can also influence loyalty, as sumer experience, plays an important role in determining their long-
4 MOLINILLO ET AL.

term relationship with the company/product and their loyalty towards hedonic value through entertainment and aesthetics, while Ha, Yoon,
the company (Chiu, Hsieh, Li, & Lee, 2005). When a consumption and Choi (2007) proposed perceived pleasure and perceived attrac-
experience has a positive utilitarian outcome, the consumer will be tiveness (PA) as factors that provide enjoyment and fun in MGs. Lin,
motivated to continue to buy that product (Babin et al., 1994). Lin, and Yang (2017) suggested that game attributes, such as graphic
Accordingly, if playing games is a form of consumption, consumers design, contribute to the player's expectation of fun.
should have greater loyalty towards CMGs when they provide higher In this study hedonic value is defined as the fun, fantasy, excite-
utilitarian value. Utilitarian value is a strong predictor of the behav- ment, sensory stimulation and enjoyment that the consumer finds in
ioural intention (Ramírez-Correa, Rondán-Cataluña, & Arenas-Gaitán,- games (Yang et al., 2009). Thus, we propose that the influence of
2018) and continuance intention to play online games (Chang hedonic value on consumer behaviour is represented through two
et al., 2014; Li, Liu, Xu, Heikkilä, & Van Der Heijden, 2015; Liu, 2016). dimensions used in previous studies, PE and PA. PE in this context has
Previous studies have also validated the positive influence of EE been defined as the extent to which playing a CMG is perceived to be
(e.g., Sun, Liu, Peng, Dong, & Barnes, 2014) and PU pleasurable, exciting, enjoyable and fun (Hsu & Lu, 2007). PA has been
(e.g., Barnes, 2011; Choi, Kim, & Kim, 2011) on continuance intention defined as the aesthetic dimension of a game's design, basically its
to use different information systems (e.g., online games, SNS, e-com- visual and acoustic properties (Hsiao & Tang, 2016). It can be said that
merce). Although the continuance intention construct is not the same hedonic value is an important motivator to play online games. In par-
as intention to recommend a game, included in the loyalty intention ticular, CMGs are designed to be fun and enjoyable (Engl &
construct, in this study we argue that if a player intends to continue Nacke, 2013). Based on the above discussion, in this study we use PE
playing a game it is very likely that (s)he will also recommend it. In and PA to explore the influence of hedonic value on loyalty intention.
addition, some scholars have empirically demonstrated that perceived Hedonic value positively affects continuance intention to play
utilitarian value impacts positively on consumer loyalty towards online online games (Chang, 2013; Chang et al., 2014; Davis et al., 2013;
games (Cho, Baek, Shek, Ryu, & Park, 2001; Hsiao & Chen, 2016; Liu, 2016). In addition, previous studies have validated the positive
Lee & Dong, 2014; Rezaei & Ghodsi, 2014). Thus, there is a positive influence of PE (e.g., Choi et al., 2011; Hamari, 2015; Li et al., 2015;
link between utilitarian value and customer loyalty which, given the Molinillo et al., 2018; Park & Kim, 2013; Su et al., 2016) and PA
two-dimensional nature (i.e., EE and PU) of the former, leads us to (e.g., Hsiao & Tang, 2016) in continuance intention to use different
make the following hypotheses: information systems (e.g., MGs, mobile apps), and the influence of
hedonic values on consumer loyalty towards online games (Hsiao &
H1 Effort expectancy positively influences loyalty intention. Chen, 2016; Huang & Hsieh, 2011; Lee & Dong, 2014). Thus, there is
a positive link between hedonic value and customer loyalty which,
H2 Perceived usefulness positively influences loyalty intention. given the two-dimensional nature (i.e., PE and PA) of hedonic value,
leads us to make the following hypotheses:

3.2 | Hedonic value and loyalty intention H3 Perceived enjoyment positively influences loyalty intention.

Hedonic value is more subjective and personal than utilitarian value H4 Perceived attractiveness positively influences loyalty intention.
(Babin et al., 1994). The hedonic value of a consumption experience is
associated with the search for fantasy, fun, entertainment, feelings
and emotion (Holbrook & Hirschman, 1982). An online game can be 3.3 | The moderating effect of intensity of playing
considered a type of hedonic information system (Li et al., 2015). Van
Der Heijden (2004) showed that, when adopting pleasure-oriented Intensity, or frequency, of use has been frequently used as an indica-
information systems, classical models should incorporate hedonic tor of online loyalty, greater intensity of use being interpreted as a
value, given that it is a strong determinant of intention to use. Subse- show of greater loyalty (e.g., Frasquet, Mollá Descals, & Ruiz-Molina,-
quently, other authors have shown that the positive impact of hedonic 2017; Tontini, da Silva, Beduschi, Zanin, & Marcon, 2015; Tuu,
value is observed in a wide variety of consumer technologies as it is Olsen, & Linh, 2011). However, some authors have pointed out that
an important predictor of consumer acceptance and use of informa- this relationship is not straightforward. According to the payment
tion technologies (Venkatesh et al., 2012). In this context, hedonic equity concept proposed by Bolton and Lemon (1999) within the
value is usually defined as the fun, pleasure, excitement, and enjoy- framework of equity theory, the evaluation that consumers make of
ment derived from using a technology (Van Der Heijden, 2004). the service they receive is dynamic, and changes over time with use,
Hedonic value is frequently associated with the consumer's search for as they update their equity judgments during the course of the rela-
enjoyment, either in the conceptualization of hedonic value tionship. These authors pointed out that when the cost of a service is
(e.g., Chang et al., 2014), or measured through perceived enjoyment dependent on how much it is used, the customer's evaluation tends to
(PE) (e.g., Hsiao et al., 2016). However, some authors have adopted a focus on the additional cost incurred and not on the extra benefit
more multi-dimensional interpretation of hedonic value by adding obtained, which reduces perceived value. In addition, when customers
other dimensions. For example, Sheng and Teo (2012) measured frequently use a service they begin to consider the benefits obtained
MOLINILLO ET AL. 5

as something given and normal, so that over time their expectations H5d Intensity of playing negatively impacts on the effect of per-
increase and they hope to obtain additional benefits, which can lead ceived attractiveness on loyalty intention.
to lower perceived value (Aldas-Manzano, Ruiz-Mafe, Sanz-Blas, &
Lassala-Navarré, 2011; Shankar et al., 2003). Figure 1 presents the study's research model, developed based
In this study, IoP is considered to be the average time players daily on customer perceived value and the moderating effect of playing
devote to MGs. IoP is not uniform among players, ranging from 2 min intensity. The model proposes that utilitarian and hedonic values are
to 1 hr and 40 min, with an average of 24 min (Verto Analytics, 2016). key factors affecting customer loyalty intention, whose compositional
Although it has been claimed that, for a small percentage of players, constructs of utilitarian value are EE and PU, while the PE and PA
mobile gaming negatively affects different aspects of their lives (Seok & constructs make up hedonic value. The model also proposes that IoP
DaCosta, 2018), some studies suggest that many players recognize that moderates the relationship between perceived value and customer
online gaming means sacrificing other activities, such as hobbies, loyalty intention towards CMGs.
sleeping, studying, working, socializing with friends and spending time
with their families (Griffiths et al., 2004); and it is the cause of family
conflict (Hellström et al., 2012) and poor quality interpersonal relation- 4 | RESEARCH METHODOLOGY
ships (Huang, Yang, & Chen, 2015). There is also evidence in the litera-
ture that excessive playing causes online game addiction and related 4.1 | Procedure and measurement development
negative effects (Wei et al., 2017), such as health consequences
(e.g., risk of epileptic seizures and skin, joint and muscle problems) The empirical data to test the research model were collected through
(Griffiths & Davies, 2005) and social deviance (Bax, 2016). Excessive an online survey of mobile casual games' players. The initial question-
playing can even lead to addictive behaviour that weakens the effect of naire was created in English. As the respondents were Spanish, we
satisfaction on loyalty (Lu & Wang, 2008). In fact, high intensity MGs' used a back-translation method to ensure the accuracy of the Spanish
players are more likely to become addicted (Chen & Leung, 2016). Even translation of the questionnaire. Thus, the initial questionnaire was
where addictive behaviour is not manifested, there is no doubt that pro- translated into Spanish and then translated back into English. The
longed time spent on games has negative consequences for players questionnaire was structured into three sections. The first
(Griffiths & Davies, 2005). Hellström et al. (2012) observed a direct rela- section asks the respondents about their mobile gaming habits. The
tionship between the amount of time spent online gaming and negative second section consists of the scaled questions related to the vari-
consequences for gamers. In addition, many players recognize that ables. The third section asks the respondents about their demographic
because of the providers' monetization strategies they actually spend profile.
more to play F2P games through in-app purchases than they would pay All items were measured on 7-point Likert scales (1 = strongly dis-
in monthly subscriptions to play paid for games (Lin & Sun, 2011). Con- agree to 7 = strongly agree), except IoP. The scales were all borrowed
sequently, in this study we postulate that as IoP increases over time, from previous studies. Several criteria were applied to the scale selec-
players will have higher perceptions of the costs they face based on tion: (a) They had proven good reliability and validity (e.g., the average
their behaviour than the benefits they obtain. variance extracted [AVE] of the constructs ranged from .690 to .830;
Therefore, although there is a lack of research into the effect of the factor loading values are greater than .667; the Cronbach's alpha
IoP on the relationship between perceived value and loyalty, we state
that the perception of the sacrifices or negative consequences derived
from high IoP weakens the perceived value (utilitarian and hedonic) of
the game experience itself, and loyalty intention. Thus, we propose
the following:

H5 Intensity of playing negatively impacts on the structural relation-


ships between effort expectancy, perceived usefulness, per-
ceived enjoyment, perceived attractiveness and loyalty
intention.

H5a Intensity of playing negatively impacts on the effect of effort


expectancy on loyalty intention.

H5b Intensity of playing negatively impacts on the effect of per-


ceived usefulness on loyalty intention.

H5c Intensity of playing negatively impacts on the effect of per-


ceived enjoyment on loyalty intention. FIGURE 1 Research model
6 MOLINILLO ET AL.

coefficients ranged from .716 to .943; the composite reliability ranged and 48.9% were students. Regarding IoP, most respondents spent on
from .869 to .943). (b) They had previously been used in the context average up to 1 hr (87.6%) or 2 hr (96%) daily playing on mobile devices.
of MGs or online games (e.g., Ha et al., 2007; Hellström et al., 2012; The sample's personal characteristics substantially matched those of
Hsiao & Chen, 2016). (c) They were published in leading journals in other studies into these types of games (e.g., Balakrishnan &
the consumer behaviour field (e.g., Computers in Human Behavior, Griffiths, 2018; Chang, 2013; Park, Baek, Ohm, & Chang, 2014).
Electronic Commerce Research and Applications, Internet Research).
The scales met these criteria, except for EE, which was introduced in
the well-known UTAUT2 model, which itself was developed to explain 5 | FI ND I NG S
technology use in general. In addition, in accordance with Douglas
and Nijssen (2003), prior to using the scales we considered whether 5.1 | Validity and reliability of the measures
the constructs had the same underlying meaning as in the original
studies; and, following data collection, we evaluated the validity and This study used covariance-based structural equation modelling with
reliability of the scales. EE was measured using three items adapted AMOS 18.0 to assess the empirical strength of the relationships in the
from Venkatesh et al. (2012) and PU was measured using two items proposed model. First, the univariate normality of the items was
adapted from Shin and Shin (2011). PE was measured using three checked. Data normality was checked based on the absolute value of
items adapted from Hsu and Lu (2007) and PA was measured using the skewness and kurtosis. As the absolute values of the skewness
three items adapted from Ha et al. (2007) and Hsiao and Tang (2016). and kurtosis of the items are around ±2, normality was achieved
LI was measured using three items adapted from Hsiao and (Kline, 1998). Then, a measurement model was created to assess the
Chen (2016). Finally, IoP was measured using a scale adapted from validity and reliability of the measures.
Hellström et al. (2012) and Lu and Wang (2008) (see the Appendix for We next checked the results of the confirmatory factor analysis.
more details). The fit statistics of the measurement model produced a reasonably
good fit: χ 2(67) = 166.96, χ 2/df = 2.49, GFI = .94, NFI = .96, CFI = .98,
and RMSEA = .06. The adequacy of the measures was assessed by
4.2 | Data collection evaluating the validity and the reliability of the constructs. Convergent
validity was assessed using AVE, and discriminant validity was
Convenience sampling was used to select the survey participants. The assessed by comparing the AVE of the constructs with their squared
data were collected through an online survey conducted from January inter-construct correlations (cf. Fornell & Larcker, 1981). Table 1 dis-
to February 2018. The participants responded to banner advertise- plays the means and standard deviations.
ments published on popular Spanish websites. As part of the sampling As indicated in Table 1, all AVE scores were above the .50 threshold,
process steps were taken to minimize the problem of bias: (a) the sur- thus convergent validity was achieved. The AVE scores were also greater
vey was published on various social media (e.g., Facebook and Twitter) than the squared correlations, thus discriminant validity was achieved.
and circulated on relevant email lists; (b) we explained the aims of the The Cronbach's alpha scores for the constructs exceeded .70 (see
questionnaire; (c) screening questions were used to exclude those not Table 1), indicating reliability was achieved (Hair, Black, Babin, &
part of the target group; (d) we discarded answers showing signs of Anderson, 2010). Before testing the hypotheses through the structural
deception, such as repetition, very short response intervals and those model, we checked for common-method variance problem. Common-
with identical IP addresses. To ensure that the participants were method variance was checked through Harman's single-factor test
active CMG players, the respondents were asked three screening (Podsakoff, MacKenzie, Lee, & Podsakoff, 2003), which suggests that a
questions: (1) Do you play mobile games? (2) If the response was affir- common-method problem exists when (a) a single unrotated factor solu-
mative, they were provided with a list of 12 popular casual mobile tion appears in the exploratory factor analysis (EFA) test, or (b) one gen-
games based on downloads on the app store (Angry Birds, Archery eral factor accounts for the majority of the covariance among the
Master 3D, BMX boy, Candy Crush Saga, Lep's World, Piano Tiles, Rail measures. The results of the EFA test revealed three factors with Eigen
rush, Roll the ball, Smash hit, Sonic Dash, Super Mario Run, 3D Bowl- values greater than 1. The results accounted for 74.42% of the total vari-
ing) and asked: Which of these games do you play most frequently? ance, where the first factor accounted for 50.95% of the total variance.
(3) Did you play that game at least once during the past week? If the This suggests that common-method variance does not pose a significant
response was affirmative the participants were asked to answer the problem as there was no general factor in the unrotated structure.
questions about the model's variables based on the game listed that
they played most frequently. If the respondent had no experience of
any game on the list, they were directed to the end of the survey and 5.2 | Hypotheses testing
were not asked the questions about the model variables. In total, after
taking account of missing values and removing questionnaires that were The proposed research hypotheses were examined based on stan-
incorrectly completed (e.g., all the answers were the same), 372 ques- dardized path coefficients and t values, as shown in Table 2.
tionnaires were available for analysis. Of these, 53.2% were from males, The model explained 63% of the variance in loyalty intention. All
70.2% were below 24 years of age, 37.1% had obtained first degrees the research hypotheses were supported, except H5a and H5d. The
MOLINILLO ET AL. 7

TABLE 1 Descriptive statistics,


Construct Mean SD Cronbach's alpha 1 2 3 4 5
correlations, validities and reliabilities
1. Effort expectancy 4.89 1.42 .79 .58
2. Perceived usefulness 3.17 1.54 .85 .10 .74
3. Perceived enjoyment 3.85 1.49 .90 .21 .61 .75
4. Perceived attractiveness 4.93 1.65 .93 .17 .14 .29 .82
5. Loyalty intention 4.40 1.67 .93 .26 .48 .63 .38 .81

Note: The diagonal values in bold indicate the average variances extracted. The scores in the lower
diagonal indicate squared inter-construct correlations.

TABLE 2 Result of the structural equation analyses

Model 1 Model 2 Model 3 Model 4 Model 5

Relationships SPC t value SPC t value SPC t value SPC t value SPC t value
H1. EE ! LI .14 3.91*** .17 4.11*** .17 4.27*** .17 4.15*** .17 4.04***
H2. PU ! LI .24 5.49*** .25 5.26*** .28 5.85*** .26 5.47*** .25 5.23***
H3. PE ! LI .38 7.81*** .40 7.18*** .38 7.04*** .39 7.13*** .40 7.24***
H4. PA ! LI .24 6.49*** .24 6.39*** .24 6.50*** .24 6.36*** .24 6.30***
Moderating effect
IoP ! LI .17 2.46** .29 4.06*** .27 3.61*** .16 2.22*
H5a. EE × IoP ! LI −.02 −0.40ns
H5b. PU × IoP ! LI −.15 −4.28***
H5c. PE × IoP ! LI −.12 −2.99**
H5d. PA × IoP ! LI .01 0.22ns
Variance explained (R2)
Loyalty intention .63 .63 .65 .64 .63
F = 0.16 (p > .05) F = 112.27 (p < .001) F = 8.96 (p < .01) F = 0.05 (p > .05)

Note: EE, effort expectancy; IoP, intensity of playing; LI, loyalty intention; PA, perceived attractiveness; PE, perceived enjoyment; PU, perceived usefulness;
SPC, standardized path coefficient.
*p < .05.
**p < .01.
***p < .001.

results support H1 (SPC = .14, t = 3.91, p < .001), which states that EE of Model 3 is significant (F = 112.27, p < .001). The interaction effect
positively affects LI. H2, which states PU positively affects LI, is also is also significant (SPC = −.15, t = −4.28, p < .001). As the interaction
supported (SPC = .24, t = 5.49, p < .001). The results support H3 effect is negative, IoP weakens the relationship between PU and LI
(SPC = .38, t = 7.81, p < .001), which states that PE positively affects (H5b is confirmed). The increase in R2 of Model 4 is significant
LI, and support H4 (SPC = .24, t = 6.49, p < .001), which states that (F = 8.96, p < .01). The interaction effect is also significant
PA positively affects LI. (SPC = −.12, t = −2.99, p < .01). As the interaction effect is negative,
To test the moderating effects of IoP we created four other the relationship between PE and LI is weakened by IoP (H5c is con-
models (i.e., Model 2 to Model 5). Model 2 is designed to test the firmed). The increase in R2 of Model 5 is not significant (F = 0.05,
moderating effects of IoP on the relationship between EE and LI p > .05). The interaction effect is also not significant (SPC = .01,
(H5a). Model 3 is designed to test the moderating effects of IoP on t = .22, p > .05). This means that IoP does not moderate the relation-
the relationship between PU and LI (H5b). Model 4 tests the moderat- ship between PA and LI (H5d is not confirmed).
ing effects of IoP on the relationship between PE and LI (H5c). Finally,
Model 5 tests the moderating effects of IoP on the relationship
between PA and LI (H5d). We used PROCESS Model 1 with the boo- 6 | DI SCU SSION
tstrapping procedure to test the moderating effects. Table 2 also dis-
plays the results of the bootstrapping procedure. 6.1 | Theoretical contributions
The increase in R2 of Model 2 is not significant (F = 0.16, p > .05).
The interaction effect is negative, but not significant (SPC = −.02, Based on equity theory (Huppertz et al., 1978; Oliver & DeSarbo, 1988)
t = −0.40, p > .05). This means that IoP does not moderate the rela- and the payment equity concept (Bolton & Lemon, 1999), this study
tionship between EE and LI (H5a is not confirmed). The increase in R2 adopted a customer perceived value (Parasuraman & Grewal, 2000;
8 MOLINILLO ET AL.

Yang & Peterson, 2004) theoretical framework to provide insight into of the role of IoP in the relationship between the dimensions of per-
the critical factors that promote MGs. The proposed model examined ceived value and loyalty, the results indicated that playing intensity
the relationships between utilitarian and hedonic values and customer weakens the relationship between EE, PU, PE and loyalty intention,
loyalty intention, as well as the moderating role of IoP. This study makes although it is not statically significant for EE. In accordance with the
some theoretical contributions. First, many previous studies have payment equity concept, when a player spends a lot of time playing
explored the antecedents of loyalty towards online games played on PC CMGs, (s)he has a higher perception of the costs (economic and non-
and video game consoles. However, there is little empirical evidence economic) associated with the behaviour than the benefits obtained,
about the factors that influence loyalty felt towards MGs (Hamari and is more likely to try other games and make comparisons between
et al., 2015; Shaikh & Karjaluoto, 2015). This present research model them. Thus, (s)he becomes more demanding in his/her evaluation of
explores loyalty in the context of casual MGs and is thus different to the utility and fun that games provide, and games perhaps become
most previous research. more boring after the challenge to learn them passes, which is consis-
Second, although many studies have evaluated the effect of per- tent with previous research in the context of video games
ceived value on consumer behaviour, studies into mobile internet ser- (e.g., Kaimann, Stroh-Maraun, & Cox, 2018). This study is an important
vices are scarce (Kim & Hwang, 2012). This study makes a theoretical contribution to the consumer behaviour literature because, first, it
contribution by substantiating that hedonic value and, to a lesser provides empirical support for the payment equity concept (Bolton &
extent, utilitarian values are crucial to the loyalty that players feel Lemon, 1999) and, second, it extends the findings of Shankar
towards MGs. The findings help broaden the conceptual definition of et al. (2003), who argued that high frequency of service use negatively
player perceived value in relation to MG loyalty intention by highlight- affects user satisfaction, by demonstrating it also has a negative effect
ing the multi-dimensional complexity of utilitarian value and hedonic on perceived value.
value. In particular, the present study identified PE and, to a lesser Finally, IoP does not moderate the relationship of PA with loyalty;
extent, PA as the key factors that affect players' loyalty intention the effect of the interaction is close to zero and statistically non-sig-
towards casual MGs. This work also contributes to the theory by cor- nificant. This result suggests that a game's aesthetic dimensions and
roborating the effect of PE on loyalty towards MGs and by showing, visual and acoustic properties are very important in player retention,
for the first time, the influence of PA. These findings are consistent as their effect on loyalty is not altered by the intensity of game
with previous studies (Chang, 2013; Chang et al., 2014; Hsiao & playing. This may be due to the effect that visual and acoustic stimuli
Chen, 2016; Su et al., 2016). Moreover, the results showed that PU have on the players' implicit memory.
and, to a lesser extent, EE also contribute positively to increase player
loyalty. Hence, this work contributes to the theory by confirming the
influence of PU on loyalty and by showing, again for the first time, the 6.2 | Managerial implications
effect of EE on loyalty towards MGs. Thus, players' loyalty will be
reinforced if games are useful in fulfilling some of their objectives and Our research findings offer practical suggestions for MG managers and
they can play without effort. These findings are consistent with previ- designers on how to retain their existing users. That games have to
ous studies (Barnes, 2011; Chang et al., 2014; Li et al., 2015). Conse- entertain to retain players was known, but the influence of attractive
quently, it could be said that, while enjoyment is fundamental for visual and acoustic designs is now highlighted. Game developers should
increasing the loyalty of MG players, design attractiveness and useful- focus strongly on ways to entertain players throughout games, for
ness are also important factors and, while ease of use is less impor- example, by introducing social network interaction or by facilitating
tant, it should not be underestimated. competition or cooperation between players as they level up
Third, although a direct comparison of the predictive capacity of (Li et al., 2015; Liu, 2016). Equally, they should introduce design modifi-
our model with other models is difficult, due to their varied theoretical cations that produce surprises for players as they advance in the game
approaches and differences in the relationships proposed between (Kaimann et al., 2018; Su et al., 2016). Players' loyalty will be reinforced
variables, a comparison of the quantity of variance explained of the if games are useful for improving their quality of life, for example, by
dependent variable demonstrates the utility of the proposed model. In fighting loneliness or boredom, bodily involvement, promoting participa-
this regard our model can be considered parsimonious; it includes only tion in sports, skills development, obtaining recognition from other
four independent variables and explains a greater quantity of the vari- players, winning prizes, among others (Besombes & Maillot, 2018;
ance (63.0%) of the dependent variable (i.e., loyalty intention) than Chang et al., 2014). In addition, developers must make all of the above
other models, in some cases more complex (e.g., Barnes, 2011; Hsiao & possible through game systems that are easy to learn and play, since
Tang, 2016; Huang & Hsieh, 2011; Li et al., 2015; Rezaei & game ease of use is another aspect that influences loyalty. Finally, man-
Ghodsi, 2014). Our model, which represents an advance on other agers and developers should seek to improve the enjoyment and the
works, provides evidence of the applicability of the theoretical frame- usefulness of games because, if they are unattractive to the players who
work examined in the present study. spend a lot of time on them, they will quickly be abandoned.
Fourth, to the best of our knowledge, no previous works have This study advances our understanding of customer loyalty in the
explored the effect of IoP as a moderating variable on the influence of MG industry, but it has several limitations that suggest future research
perceived value on loyalty towards online games. In our examination lines. First, the data come from a convenience sample from a single
MOLINILLO ET AL. 9

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the University of Malaga (Spain). His key research interests lie in
technology & systems usage: A literature review, framework and
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national Journal of Information Management, 32(2), 139–146. Consumer Services, among others. He was appointed a visiting
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Computers in Human Behavior, 27(2), 852–861.
ing, University of Greenwich, and University of Portsmouth (UK).
Su, Y. S., Chiang, W. L., Lee, C. T. J., & Chang, H. C. (2016). The effect of
flow experience on player loyalty in mobile game application. Com- Arnold Japutra, PhD, is a lecturer in marketing in the Business
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School at the University of Western Australia. His research inter-
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Van Der Heijden, H. (2004). User acceptance of hedonic information sys- Marketing at the University of Granada (Spain). His main area of
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ness of mobile and online banking, technology adoption and social
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of information technology: Extending the unified theory of acceptance national Journal of Information Management, Computers in
and use of technology. MIS Quarterly, 36(1), 157–178.
Human Behavior, Expert Systems with Applications, Journal of
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How to cite this article: Molinillo S, Japutra A, Liébana-
loyal but not addicted: Effect of online game social migration on
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12 MOLINILLO ET AL.

APPENDIX A

CONSTRUCT MEASUREMENT

Constructs and items Standardized path coefficients


Effort expectancy
Learning how to play this game is easy for me .62
My interaction with this game is clear and understandable .88
I find this game easy to use .77
Perceived usefulness
I think this game is useful to me .89
It would be convenient for me to play this game .83
Perceived enjoyment
Playing this game brings me pleasure .85
I enjoy playing this game .92
I find this game enjoyable and fascinating .84
Perceived attractiveness
I find that the game visually attractive .95
I am attracted by the visual appeal of the game .87
I am attracted by the acoustic appeal of the game .90
Game loyalty intention
This mobile game is my first choice .89
I will continue to play this mobile game .91
I am willing to say positive things about this mobile game to others .91
Intensity of playing (daily avg.): 1 = <5 min; 2 = <30 min; 3 = <1 h; 4 = <2 h; 5 = >2 h —

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