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    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/91982

    Title: What can influence the consumers' online word-of-mouth? An online gaming perspective
    Authors: Liao, Shu-Hsien;Chung, Yu-Chun;Chang, Wen-Jung
    Contributors: 淡江大學管理科學學系
    Keywords: online games;brand image;brand trust;online word-of-mouth;WOM;structural equation modelling;SEM;mediating effect;moderating effect;brands;consumer behaviour;marketing;MMORPG;World of Warcraft;gaming;computer games;internet
    Date: 2013-08-01
    Issue Date: 2013-08-12 13:37:19 (UTC+8)
    Abstract: With the increasing popularity of broadband networks, the online game market is becoming more mature. One of the most popular online games, World of WarCraft, has more than ten million global members, making it the largest massive multiplayer online role playing game (MMORPG). Thus, this study collects 317 players of the online game 'World of Warcraft' to empirically investigate this issue. By manipulating structural equation modelling (SEM), we investigate the relationships among brand image (BI), brand trust (BT), and online word-of-mouth (WOM) to examine the moderating effect of game experiences. This research indicates that BT serves as a partial mediator between brand image and online WOM and specifies the substantial moderating effect of game experiences in BI, BT, and online WOM. Meanwhile, if online game companies can develop a good BI, players will be willing to recommend and share their experiences with others on the internet.
    Relation: International Journal of Services Technology and Management 19(4-6), pp.278-293
    DOI: 10.1504/IJSTM.2013.055624
    Appears in Collections:[管理科學學系暨研究所] 期刊論文

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