| 研究生: |
阮黃明 Nguyen, Hoang-Minh |
|---|---|
| 論文名稱: |
Dual Identification and Inter-group Comparison In Shaping Loyalty to Online Cooperative-Competitive Games Dual Identification and Inter-group Comparison in Shaping Loyalty to Online Cooperative-Competitive Games |
| 指導教授: |
陳正忠
Chen, Jeng-Chung |
| 學位類別: |
碩士 Master |
| 系所名稱: |
管理學院 - 國際經營管理研究所 Institute of International Management |
| 論文出版年: | 2026 |
| 畢業學年度: | 114 |
| 語文別: | 英文 |
| 論文頁數: | 82 |
| 外文關鍵詞: | Online Game, Loyalty, Social Identity, IT Identity, Social Comparison, Mixed-methods Design |
| 相關次數: | 點閱:5 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
The video game industry generates global engagement and revenue, with loyalty in multiplayer games driven primarily by social and virtual identities. Cooperative-competitive games foster inter-group bias, where favoritism toward one’s team and discriminatory perceptions of rival teams strengthen player attachment. This study examines how dual identities interact with social comparison to sustain loyalty.
Drawing on Social Identity Theory and IT Identity theory, the study proposes a conceptual model in which inter-group bias, expressed as in-group favoritism and out-group discrimination, is shaped by identification with gaming teammates and identification with the online game, and in turn influences gaming loyalty.
The research comprises two studies. Study 1 uses qualitative interview with online gamers to develop conceptual definitions and measurement items for new constructs. Study 2 validates these measures using data from 140 Prolific respondents and then tests the full model with a separate sample of 295 respondents.
Gaming community identity drives in-group favoritism, which boosts conative but limits action loyalty, while online game identity enhances conative loyalty and amplifies out-group discrimination. Demographics and game genre have no effect, indicating loyalty is shaped primarily by game-related identities and inter-group dynamics.
Albert, D. A., & Smilek, D. (2023). Comparing attentional disengagement between Prolific and MTurk samples. Scientific Reports, 13(1), 20574.
Ashforth, B. E., & Mael, F. (1989). Social Identity Theory and the Organization. The Academy of Management Review, 14(1), 20–39.
Brewer, M. B. (1999). The psychology of prejudice: Ingroup love and outgroup hate? Journal of social issues, 55(3), 429–444.
Brewer, M. B. (2007). The importance of being we: human nature and intergroup relations. American Psychologist, 62(8), 728.
Carter, M., & Grover, V. (2015). Me, My Self, and I(T): Conceptualizing Information Technology Identity and Its Implications. Management Information Systems Quarterly, 39(4), 931–957.
Carter, M., Petter, S., Grover, V., & Thatcher, J. B. (2020a). Information technology identity: A key determinant of IT feature and exploratory usage. MIS Quarterly, 44(3), 983–1022.
Carter, M., Petter, S., Grover, V., & Thatcher, J. B. (2020b). IT identity: a measure and empirical investigation of its utility to IS research. Journal of the Association for Information Systems, 21(5), 2.
Chart, E. (2023). Age distribution of Dota 2 pro players analysis. Retrieved January 3, 2026, from https://escharts.com/news/age-distribution-dota-2-pro-players
Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage Publications, Inc.
De Grove, F., Courtois, C., & Van Looy, J. (2015). How to be a gamer! Exploring personal and social indicators of gamer identity. Journal of Computer-Mediated Communication, 20(3), 346–361.
Delfabbro, P., King, D. L., & Carey, P. (2021). Harm severity in internet gaming disorder and problem gambling: A comparative study. Computers in Human Behavior, 124, 106898.
Deloitte. (n.d.). Player LTV in Games : Growth and Retention. Retrieved January 3, 2026, from https://www.deloitte.com/us/en/services/consulting/articles/lifetime-value-player-retention.html
Denisova, A., Cairns, P., Guckelsberger, C., & Zendle, D. (2020). Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS). International Journal of Human-Computer Studies, 137, 102383.
Dindar, M. (2018). Do people play MMORPGs for extrinsic or intrinsic rewards? Telematics and Informatics, 35(7), 1877–1886.
Esch, D. T., Mylonopoulos, N., & Theoharakis, V. (2025). Evaluating mobile-based data collection for crowdsourcing behavioral research. Behavior Research Methods, 57(4), 106.
Esmaeilzadeh, P. (2021). How does IT identity affect individuals’ use behaviors associated with personal health devices (PHDs)? An empirical study. Information & Management, 58(1), 103313.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39–50.
Foundry, Q. (2017). Beyond 50/50: Breaking Down The Percentage of Female Gamers By Genre. Retrieved January 3, 2026, from https://quanticfoundry.com/2017/01/19/female-gamers-by-genre/
Gabbiadini, A., Mari, S., Volpato, C., & Monaci, M. G. (2014). Identification processes in online groups. Journal of Media Psychology, 26(3), 141–152.
Garrett, E. P., Drummond, A., Lowe-Calverley, E., de Salas, K., Lewis, I., & Sauer, J. D. (2023). Impulsivity and loot box engagement. Telematics and Informatics, 78, 101952.
Ghazali, E. M., Mutum, D. S., & Woon, M. Y. (2019). Multiple sequential mediation in an extended uses and gratifications model of augmented reality game Pokémon Go. Internet Research, 29(3), 504–528.
Gong, X., Chen, C., & Lee, M. K. (2020). What drives problematic online gaming? The role of IT identity, maladaptive cognitions, and maladaptive emotions. Computers in Human Behavior, 110, 106386.
Gong, X., Cheung, C. M., Zhang, K. Z., Chen, C., & Lee, M. K. (2021). A dual-identity perspective of obsessive online social gaming. Journal of the Association for Information Systems, 22(5), 1245–1284.
Guegan, J., Moliner, P., & Buisine, S. (2015). Why are online games so self‐involving: A social identity analysis of massively multiplayer online role‐playing games. European Journal of Social Psychology, 45(3), 349–355.
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2018). Multivariate Data Analysis (8 ed.). Cengage Learning.
Hair, J. F., Jr., Sarstedt, M., Hopkins, L., & Kuppelwieser, V. G. (2014). Partial least squares structural equation modeling (PLS-SEM): An emerging tool in business research. European Business Review, 26(2), 106–121.
Hamari, J., & Keronen, L. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125–141.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the Academy of Marketing Science, 43(1), 115–135.
Huang, T.-L., Liao, G.-Y., Dennis, A. S., Dennis, A. R., & Teng, C.-I. (2025). Social norm awareness and norm compliance in online games. MIS Quarterly, 49(2), 555–580.
Huang, T.-L., Liao, G.-Y., Huang, H.-Y., Dennis, A. R., & Teng, C.-I. (2025). Learning to be loyal: A schema theory perspective on game use. European Journal of Information Systems, 34(6), 1024–1042.
Huang, T.-L., Teng, C.-I., Tai, S.-I., Chen, H., & Dennis, A. R. (2022). Power structure builds gamer loyalty. Decision Support Systems, 154, 113696.
Hussain, A., Hollebeek, L. D., Marder, B., & Ting, D. H. (2025). In-game content purchase motivations (IGCPMs): Conceptualization, scale development, and validation. Information & Management, 62(7), 104207.
Johnson, D., Gardner, J., & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior, 63, 805–812.
Kahraman, A., & Kazançoğlu, İ. (2023). A qualitative research of young people’s motivation to start, continue, reduce and quit playing online multiplayer games on computer. International Journal of Human–Computer Interaction, 39(17), 3289–3311.
Kang, H., & Kim, H. K. (2020). My avatar and the affirmed self: Psychological and persuasive implications of avatar customization. Computers in Human Behavior, 112, 106446.
Kaye, L. K., Kowert, R., & Quinn, S. (2017). The role of social identity and online social capital on psychosocial outcomes in MMO players. Computers in Human Behavior, 74, 215–223.
Kim, J.-O., & Mueller, C. W. (1978). Factor analysis: Statistical methods and practical issues (Vol. 14). Sage Publications, Inc.
Kuem, J., Ray, S., Hsu, P.-F., & Khansa, L. (2021). Smartphone addiction and conflict: an incentive-sensitisation perspective of addiction for information systems. European Journal of Information Systems, 30(4), 403–424.
Lee, Z. W., Cheung, C. M., & Chan, T. K. (2021). Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective. Information Systems Journal, 31(1), 33–61.
Levvvel. (2025). How many people play Dota 2? — 2025 statistics. Retrieved January 3, 2026, from https://levvvel.com/dota-2-statistics/
Liao, G.-Y., Cheng, T., Shiau, W.-L., & Teng, C.-I. (2021). Impact of online gamers' conscientiousness on team function engagement and loyalty. Decision Support Systems, 142, 113468.
Liao, G.-Y., Cheng, T., & Teng, C.-I. (2019). How do avatar attractiveness and customization impact online gamers’ flow and loyalty? Internet Research, 29(2), 349–366.
Liao, G.-Y., Pham, T. T. L., Cheng, T., & Teng, C.-I. (2020). How online gamers’ participation fosters their team commitment: Perspective of social identity theory. International Journal of Information Management, 52, 102095.
Lincoln, Y. S. (1985). Naturalistic inquiry (Vol. 75). Sage Publications, Inc.
Liu, D., Li, X., & Santhanam, R. (2013). Digital games and beyond: What happens when players compete? MIS Quarterly, 37(1), 111–124.
Lowry, P. B., & Gaskin, J. (2014). Partial Least Squares (PLS) Structural Equation Modeling (SEM) for Building and Testing Behavioral Causal Theory: When to Choose It and How to Use It. IEEE Transactions on Professional Communication, 57(2), 123–146.
MacKenzie, S. B., Podsakoff, P. M., & Podsakoff, N. P. (2011). Construct measurement and validation procedures in MIS and behavioral research: Integrating new and existing techniques. MIS Quarterly, 35(2), 293–334.
Maxwell, J. A. (2013). Qualitative research design: An interactive approach: An interactive approach. Sage Publications, Inc.
Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook, 2nd ed. Sage Publications, Inc.
Montefiore, T., Formosa, P., & Polito, V. (2025). Extending the gamer’s dilemma: Empirically investigating the paradox of fictionally going too far across media. Philosophical Psychology, 38(6), 2739–2760.
Oliver, R. L. (1997). Satisfaction: A behavioral perspective on the consumer. The McGraw-Hill Companies, Inc.
Oliver, R. L. (1999). Whence consumer loyalty? Journal of Marketing, 63(Special Issue), 33–44.
Patton, M. Q. (1990). Qualitative evaluation and research methods. In: SAGE Publications, inc.
Peer, E., Brandimarte, L., Samat, S., & Acquisti, A. (2017). Beyond the Turk: Alternative platforms for crowdsourcing behavioral research. Journal of Experimental Social Psychology, 70, 153–163.
Peer, E., Rothschild, D., Gordon, A., Evernden, Z., & Damer, E. (2022). Data quality of platforms and panels for online behavioral research. Behavior Research Methods, 54(4), 1643–1662.
Pham, T. T. L., Huang, T.-L., Liao, G.-Y., Chou, Y.-J., Cheng, T., & Teng, C.-I. (2023). Cooperate to play: How in-game cooperation knowledge impacts online gamer loyalty. Computers in Human Behavior, 143, 107686.
Podsakoff, P. M., MacKenzie, S. B., & Podsakoff, N. P. (2012). Sources of method bias in social science research and recommendations on how to control it. Annual Review of Psychology, 63(1), 539–569.
Polites, G. L., Serrano, C., Thatcher, J. B., & Matthews, K. (2018). Understanding social networking site (SNS) identity from a dual systems perspective: an investigation of the dark side of SNS use. European Journal of Information Systems, 27(5), 600–621.
Sharma, S., Singh, G., & Sharma, R. (2021). For it is in giving that we receive: Investigating gamers’ gifting behaviour in online games. International Journal of Information Management, 60, 102363.
Statista. (2025a). eSports market in Vietnam - statistics & facts. Retrieved January 3, 2026, from https://www.statista.com/topics/8874/esports-market-in-vietnam/
Statista. (2025b). Games - Worldwide. Retrieved January 3, 2026, from https://www.statista.com/outlook/amo/media/games/worldwide
Statista. (2025c). Steam most played games by peak player number 2024. Retrieved January 3, 2026, from https://www.statista.com/statistics/656278/steam-most-played-games-peak-concurrent-player/
SteamDB. (2025). Steam Game Release Summary by Year. Retrieved January 3, 2026, from https://steamdb.info/stats/releases/
Strauss, A., & Corbin, J. (1998). Basics of qualitative research techniques. Sage Publications, Inc.
Tai, S.-I., Huang, T.-L., Huang, H.-Y., Wu, C.-N., Cheng, T., & Teng, C.-I. (2025). Many a little makes a mickle: avatar accumulability and loyalty. Internet Research.
Tajfel, H., Turner, J., Austin, W. G., & Worchel, S. (2001). An integrative theory of intergroup conflict. Intergroup Relations: Essential Readings, 94–109.
Tajfel, H., & Turner, J. C. (1986). The social identity theory of intergroup behavior. In S. Worchel & W. G. Austin (Eds.), Psychology of Intergroup Relations (pp. 7–24). Nelson-Hall.
Teng, C.-I. (2017). Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories. International Journal of Information Management, 37(6), 601–610.
Teng, C.-I. (2018). Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values. Decision Support Systems, 114, 49–60.
Teng, C.-I. (2021). How can avatar’s item customizability impact gamer loyalty? Telematics and Informatics, 62, 101626.
Teng, C.-I., Chen, M.-Y., Chen, Y.-J., & Li, Y.-J. (2012). Loyalty due to others: The relationships among challenge, interdependence, and online gamer loyalty. Journal of Computer-Mediated Communication, 17(4), 489–500.
Teng, C.-I., & Chen, W.-W. (2014). Team participation and online gamer loyalty. Electronic Commerce Research and Applications, 13(1), 24–31.
Teng, C.-I., Dennis, A. R., & Dennis, A. S. (2023). Avatar-mediated communication and social identification. Journal of Management Information Systems, 40(4), 1171–1201.
Teng, C.-I., Huang, T.-L., Huang, G.-L., Dennis, A. R., & Liao, G.-Y. (2024). External articulation and internal stabilization: Using identification stages to enhance online gamer loyalty. Decision Support Systems, 176, 114077.
Vahlo, J., & Tuuri, K. (2025). Validating Motives of Autonomous Players (MAP) inventory: a bottom-up model of general motivational factors to videogame play. User Modeling and User-Adapted Interaction, 35(2), 10.
Venkatesh, V., Brown, S. A., & Bala, H. (2013). Bridging the qualitative-quantitative divide: Guidelines for conducting mixed methods research in information systems. MIS Quarterly, 37(1), 21–54.
Wu, C., Zhou, Y., Wang, R., Huang, S., & Yuan, Q. (2022). Understanding the mechanism between IT identity, IT mindfulness and mobile health technology continuance intention: an extended expectation confirmation model. Technological Forecasting and Social Change, 176, 121449.
Wu, Y., Cui, T., Liu, N., Deng, Y., & Guo, J. (2018). Demystifying continuous participation in game applications at social networking sites: A social playfulness design perspective. Internet Research, 28(2), 374–392.
Yee, N. (2006). Motivations for play in online games. Cyber Psychology & behavior, 9 (6), 772-775. In.
You, S., & Robert, L. (2017). Emotional attachment, performance, and viability in teams collaborating with embodied physical action (EPA) robots. Journal of the Association for Information Systems, 19(5), 377–407.
Zimmermann, D., Wehler, A., & Kaspar, K. (2023). Self-representation through avatars in digital environments. Current Psychology, 42(25), 21775–21789.