Thông tin tài liệu
ONLINE GAME SERVICE SATISFACTION AND PREFERENCE: AN EMPIRICAL
STUDY OF VIETNAMESE ONLINE GAMING INDUSTRY
In Partial Fulfillment of the Requirements of the Degree of
MASTER OF BUSINESS ADMINISTRATION
In International Business
By
Mr: Minh-Quan Nguyen
ID: MBA04031
International University - Vietnam National University HCMC
August 2013
ONLINE GAME SERVICE SATISFACTION AND PREFERENCE: AN EMPIRICAL
STUDY OF VIETNAMESE ONLINE GAMING INDUSTRY
In Partial Fulfillment of the Requirements of the Degree of
MASTER OF BUSINESS ADMINISTRATION
In International Business
by
Mr: Minh-Quan Nguyen
ID: MBA04031
International University - Vietnam National University HCMC
August 2013
Under the guidance and approval of the committee, and approved by all its members, this
thesis has been accepted in partial fulfillment of the requirements for the degree.
Approved:
---------------------------------------------Chairperson
--------------------------------------------Committee member
---------------------------------------------Committee member
--------------------------------------------Committee member
---------------------------------------------Committee member
--------------------------------------------Committee member
Acknowledge
I would like to thank my supervisor, Dr. Van-Phuong Nguyen - Deputy Dean, School
of Business (IU-VNU), for the patient guidance, encouragement and advice that he has
provided throughout my time as his student. I have been extremely lucky to have a supervisor
who cared so much about my work, and who responded to my questions and queries so
promptly.
Thanks to my father for the courage and everything a father could provide as support
despite the distance. My heartfelt and never-ending love to Phoenix and friends who never
kept away from me when I needed them most.
I must appreciate the VNU Central Library for being of gigantic use to me in the
process of this work.
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Plagiarism Statements
I would like to declare that, apart from the acknowledged references, this thesis either
does not use language, ideas, or other original material from anyone; or has not been
previously submitted to any other educational and research programs or institutions. I fully
understand that any writings in this thesis contradicted to the above statement will
automatically lead to the rejection from the MBA program at the International University –
Vietnam National University Ho Chi Minh City.
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Copyright Statement
This copy of the thesis has been supplied on condition that anyone who consults it is
understood to recognize that its copyright rests with its author and that no quotation from the
thesis and no information derived from it may be published without the author’s prior consent.
© Minh-Quan Nguyen/ MBA04031/ 2011-2013
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Table of Contents
Chapter One - Introduction ..................................................................................................................... 1
1.1. A brief description of the research topic ...................................................................................... 1
1.2. Background .................................................................................................................................. 2
1.3. Research purpose ......................................................................................................................... 3
1.4 Research questions ........................................................................................................................ 3
Chapter Two – Literature Review ........................................................................................................... 5
2.1. Online game ................................................................................................................................. 5
2.2. Experiential value......................................................................................................................... 6
2.2.1. Utilitarian Value.................................................................................................................... 6
2.2.2. Hedonic Value ...................................................................................................................... 7
2.3. The Technology Acceptance Model (TAM) .................................................................................. 8
2.4. Transaction Cost Analysis (TCA) ................................................................................................. 10
2.4.1. Bounded rationality ............................................................................................................. 11
2.4.2. Opportunism ....................................................................................................................... 11
2.4.3. Uncertainty .......................................................................................................................... 11
2.4.4. Asset specificity .................................................................................................................. 11
2.4.5. Buying frequency ................................................................................................................ 12
2.4.6. Transaction costs ................................................................................................................. 12
2.5. Service Quality (SERVQUAL)....................................................................................................... 14
2.5.1. Tangibles: Physical facilities, equipment, and appearance of personnel. .......................... 16
2.5.2. Reliability: Ability to perform the promised service dependably and accurately. ............. 16
2.5.3. Responsiveness: Willingness to help customers and provide prompt service. .................. 16
2.5.4. Assurance: Knowledge and courtesy of employees and their ability to inspire trust and
confidence..................................................................................................................................... 16
2.5.5. Empathy: Caring, individualized attention the firm provides its customers. ..................... 16
2.6. Satisfaction and Preference: ...................................................................................................... 17
2.6.1 Satisfaction ........................................................................................................................... 17
2.6.2 Preference ............................................................................................................................ 19
Chapter III - Research Methodology .................................................................................................... 20
3.1. Theoretical framework and hypotheses ..................................................................................... 20
3.1.1. Integrated model ................................................................................................................. 20
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3.1.2. Backgrounds of online game satisfaction ........................................................................... 21
3.1.3. Online game satisfaction and preference ............................................................................ 25
3.1.4. Online game satisfaction as mediator ................................................................................. 26
3.2. Research Approach .................................................................................................................... 27
3.3. Research Design......................................................................................................................... 28
3.4. Research process ........................................................................................................................ 29
3.4.1. Pretesting............................................................................................................................. 29
3.4.2. Questionnaire design ........................................................................................................... 30
3.4.3. Sample Selection and Data Collection Procedure ............................................................... 36
3.4.4. Data Analysis Method ......................................................................................................... 37
Chapter IV – Data Analysis and findings ............................................................................................. 39
4.1. Descriptive Statistics .................................................................................................................. 39
4.2. Reliability Test ........................................................................................................................... 43
4.3. Exploratory factor analysis ........................................................................................................ 49
4.3.1. EFA of Experience value (EXP) with Satisfaction and Channel Preference ...................... 52
4.3.2. EFA of Technology Acceptance Model (TAM) with Satisfaction and Channel Preference.
...................................................................................................................................................... 52
4.3.3. EFA of Transaction Cost Analysis (TCA) with Satisfaction and Channel Preference ....... 53
4.3.4. EFA of Service Quality (SERVQUAL) with Satisfaction and Channel Preference .......... 54
4.4. Confirmatory factor analysis...................................................................................................... 60
4.5. Structural Equation Modeling (SEM) ........................................................................................ 69
4.6. Mediation ................................................................................................................................... 73
Chapter V – Discussion and conclusions .............................................................................................. 75
5.1. Interpretation of Results ............................................................................................................. 75
5.2. Practical implications ................................................................................................................. 80
5.3. Limitation and further research .................................................................................................. 81
References ............................................................................................................................................. 83
Appendix ............................................................................................................................................... 92
Appendix A. Vietnamese questionnaire............................................................................................ 92
Appendix B. Confirmatory Factor Analysis (CFA) ........................................................................ 100
Appendix C. Structural equation modeling (SEM) in AMOS ........................................................ 101
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List of tables
. 1. TABLE 3.1. CODED ITEMS OF MEASUREMENT SCALE ................................................................................................... 30
. 2. TABLE 4.1.1. GENDER .......................................................................................................................................... 39
. 3. TABLE 4.1.2. AGE ................................................................................................................................................ 40
. 4. TABLE 4.1.3. EDUCATION ...................................................................................................................................... 41
. 5. TABLE 4.1.4. INCOME........................................................................................................................................... 41
. 6. TABLE 4.1.5. ...................................................................................................................................................... 42
. 7. TABLE 4.1.6. EXPERIENCE...................................................................................................................................... 42
. 8. TABLE 4.1.8. CONNECTIVITY .................................................................................................................................. 43
. 9. TABLE 4.2.1. CRONBACH'S ALPHA OF EMP .............................................................................................................. 43
. 10. TABLE 4.2.2. CRONBACH'S ALPHA OF EQU ............................................................................................................ 44
. 11. TABLE 4.2.3. CRONBACH'S ALPHA OF USE ............................................................................................................. 44
. 12. TABLE 4.2.4. CRONBACH'S ALPHA OF UT ............................................................................................................... 45
. 13. TABLE 4.2.5. CRONBACH'S ALPHA OF HD .............................................................................................................. 45
. 14. TABLE 4.2.6. CRONBACH'S ALPHA OF UNC ............................................................................................................ 45
. 15. TABLE 4.2.7. CRONBACH'S ALPHA OF ASSET ......................................................................................................... 46
. 16. TABLE 4.2.7. CRONBACH'S ALPHA OF TIME ........................................................................................................... 46
. 17. TABLE 4.2.8. CRONBACH'S ALPHA OF REL.............................................................................................................. 47
. 18. TABLE 4.2.9. CRONBACH'S ALPHA OF RESP ........................................................................................................... 47
. 19. TABLE 4.2.10. CRONBACH'S ALPHA OF ASS ........................................................................................................... 47
. 20. TABLE 4.2.11. CRONBACH'S ALPHA OF SAT ........................................................................................................... 48
. 21. TABLE 4.2.12. CRONBACH'S ALPHA OF PREF ......................................................................................................... 48
. 22. TABLE 4.3.1. EFA OF EXP................................................................................................................................... 52
. 23. TABLE 4.3.2. EFA OF TAM ................................................................................................................................. 52
. 24. TABLE 4.3.3. EFA OF TCA .................................................................................................................................. 53
. 25. TABLE 4.3.4. EFA OF SERVQUAL ....................................................................................................................... 54
. 26. TABLE 4.3.4. THE RETAINED MEASUREMENT SCALES ................................................................................................. 55
. 27. TABLE 4.4.1: CRITERIA FOR MEASUREMENT MODEL.................................................................................................. 60
. 28. TABLE 4.4.2 GOODNESS-OF-FIT INDICES OF MEASUREMENT MODEL............................................................................. 63
. 29. TABLE 4.4.3 REGRESSION WEIGHTS: (GROUP NUMBER 1 - DEFAULT MODEL) – 1ST ROUND............................................. 64
. 30. TABLE 4.4.4. REGRESSION WEIGHTS: (GROUP NUMBER 1 - DEFAULT MODEL) - 2ND ROUND........................................... 66
. 31. TABLE 4.5.2. LIST OF REJECTED HYPOTHESES ........................................................................................................... 70
. 32. TABLE 4.5.2. REGRESSION WEIGHTS: (GROUP NUMBER 1 - DEFAULT MODEL) – FINAL ROUND ......................................... 72
. 33. TABLE 4.6.1. MEDIATION ANALYSIS....................................................................................................................... 73
. 34. TABLE 5.1.1. RESULT OF HYPOTHESES .................................................................................................................... 75
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List of figures
FIGURE 1. INTEGRATED MODEL .................................................................................................................................... 26
FIGURE 2. GENDER .................................................................................................................................................... 40
FIGURE 3. SECOND-ORDER CFA ................................................................................................................................... 62
FIGURE 4. CFA OF MEASUREMENT MODEL STANDARDIZED ................................................................................................ 68
FIGURE 5. STRUCTURAL EQUATION MODELING RESULT AFTER ADJUSTING THEORETICAL MODEL ................................................ 69
FIGURE 6. INTEGRATED MODEL RESULT AFTER ADJUSTING THEORETICAL MODEL ..................................................................... 69
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Abstract
Online game’ efficiency, content and service quality has become one of the key
aspects among other factors that contribute to online game firms business growth and leading
position in the business environment with mass competition. Efficiency, content and service
also plays a significant role in service sectors since due to its untouchable nature the features
cannot be spelled out for consumers to directly make judgment before decisions are made. In
order for businesses to improve and maintain a better positioning in the competitive era, it is
necessary to evaluate the performance of the services rendered to their customers. In recent
times, online game companies spend a great deal of time and money in configuring high
efficiency, content and service to satisfy their customers. Understanding consumer-level
interaction with the online game will enhance understanding of consumer behavior, online
game design issues, and drivers of consumer satisfaction with and preference for the online
game. Customer satisfaction can be evaluated through an assessment of the quality of
efficiency, content and service delivered by the online game provider to their customers and
the level of efficiency, content and service can also be measured considering customers’
expectations and perceptions.
Purpose: This study is aimed to apply the EXP, TAM, TCA, SERVQUAL instrument
in assessing Vietnamese gamer perceptions of online game service and the level of
satisfaction obtained from the online game services rendered by the Vietnam online game
firms.
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Method: The convenience sampling technique was used to obtain data from the
chosen population to enable an evaluation of perceptions of online game satisfaction and
preference in Vietnam.
Findings and Conclusion: Firstly, with regards to the relationship between customer
satisfaction and customer preference, consistently with prior research, this analysis reconfirms that customer satisfaction is an important component positively affecting customer
preference. Secondly, experiential values do not effect to gamer satisfaction and preference,
the reason for this finding is that although online games can be entertained by gamers, the
cost of playing online game currently seem is the unsolvable problem to the online game
firms (Hsu & Lu, 2004). Thirdly, it is very interesting that Time does not effect to game
players satisfaction. That is the public concern on video game addiction rising over past
decade in Vietnam.. Hence, Vietnamese gamers do not consider Time factor as an effect
Satisfaction factor because there is a large number of Vietnamese gamers who have personal
issue with game addiction. Fourthly, the service quality (SERVQUAL) factors have
significant effects to experiential value factor could be used to approach a new rating system
on experiential value by service quality issued by online game firms. Last but not least,
assurance (ASS) has a strong positive effect to satisfaction (SAT) (1.249). Hence, this study
support strongly the face that the Vietnamese online gamers are very interested in assurance,
especially in game items trading that issued by online game producers.
Keywords: Online game, Satisfaction (SAT), Preference (PREF), Experiential Value
(EXP), Technology Acceptance Model (TAM), Transaction Cost Analysis (TCA), service
quality (SERVQUAL)
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Chapter One - Introduction
Online games or networked games are being rapidly developed with the
phenomenal growth of the Internet (Chen, Wang, & Lee, 2009). Due to deep
penetration into the consumer market, gaming is considered a prime driver of PC
technology (Hsu & Lu, 2004; Von Ahn, 2006) and currently is one of the few
profitable e-commerce applications (H.-E. Yang, Wu, & Wang, 2009). With online
gaming being a billion dollar industry and game companies making revenue from
subscription charges (Adams, 2010), the presence of gamer satisfaction and
preference issues is becoming more evident.
1.1. A brief description of the research topic
This thesis argue that there will have some factors affecting online game
service satisfaction and preference. The purpose of this study is to understand an
online game service model. This model contains several dimensions including
experiential value (H.-E. Yang et al., 2009), the Technology Acceptance Model
(TAM) (Davis, 1989), Transaction Cost Analysis (Williamson, 1987) and Service
Quality (Parasuraman, Zeithaml, & Berry, 1988), the four antecedents of online game
service satisfaction and preference and test the associations among the constructs in it.
After surveying some online game players in Ho Chi Minh City (Vietnam), this study
found that four antecedents could have significant and positive effects on online game
service satisfaction and which, in turn, significantly affect online preference.
Especially, service quality has the relatively higher total positive effects on both
online game satisfaction and preference. Meanwhile, online game satisfaction
completely mediates the effects of these antecedents on online preference. The
findings imply that how to manage online game service quality better, provide more
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acceptable transaction cost, and offer more experiential value are the key ways for
effectively enhancing players’ satisfaction with the online game service in order to
retain their preference to the online game service system.
1.2. Background
The “Online Games Market in Vietnam” report provides an in-depth analysis
of the Vietnam online games market and this report forecasts the number of users
playing online games market in Vietnam to exceed 10 million by 2011, driven by
rising incomes, increasing PC and Internet penetration rates, and a large population of
youth that are actively seeking out entertainment content. These findings are
contained in the business intelligence and consulting the report “Online Games
Market in Vietnam”. There are more than 50 online games in the market; a notable
achievement given that the online games market just emerged in 2004. Other notable
trends include the emergence of locally developed titles, aimed specifically at
Vietnamese gamers.
Key findings:
+ Approximately 50% of the total Vietnamese population is under the age of
25. This is an age range that is known for being tech savvy, making them a high
priority demographic for digital entertainment companies. There are approximately 21
million Internet users in Vietnam with an Internet penetration rate of 24%.
+ In our interviews with Vietnamese gamers, many were spending 60,000 to
100,000 VND ($3 - $6) per month. In one high-end Internet café we visited, a few
interviewees were spending an average of 500,000 VND ($31) per month. These
consumers are driving the digital entertainment and online games market with virtual
item purchases. Top online games in Vietnam can attract 200,000 users. The Internet
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cafes that the researchers visited in Vietnam were consistently crowded with users
playing online games.
While Vietnam has a rapidly emerging games market, critical challenges
include government regulations on online games, the worldwide slowing economy,
developing infrastructure, and low income levels.
1.3. Research purpose
Structural equation model analyses indicate that metrics tested through each
model provide a statistically significant explanation of the variation in the online
gamers' satisfaction and channel preference. There are several studies found that TAM
components—perceived ease of use and usefulness—are important in forming
consumer attitudes and satisfaction with the online game. Ease of use also was found
to be a significant determinant of satisfaction in TCA. The study tries to find
empirical support for the assurance dimension of SERVQUAL as determinant in
online game satisfaction. Further, the study also verified the general support for
consumer satisfaction as a determinant of channel preference.
Because to keep competitiveness of online game industry is hard to hard, this
study has ambition that its model can provide online game corporate to select and
adopt the key point what the online game corporate should choose and how to affect
the key factors of online game service satisfaction and online preference in online
game industry.
1.4 Research questions
The literatures revealed that the immediate factor affecting consumers to retain
preference to the providers is customer satisfaction (Devraj, Fan, & Kohli, 2002).
Similarly, in a B2C channel satisfaction model or online shopping satisfaction model,
satisfaction is considered as an important construct because it affects participants’
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motivation to stay with the channel and regarded as an antecedent of repurchase
(Heilman, Bowman, & Wright, 2000). But what are the key factors that can make
them satisfied with the products and services, which, in turn, enhance their preference,
especially, in online game service environment, are still under study (Hsu & Lu, 2004;
G. Kim et al., 2013; Von Ahn, 2006).
The thesis helps us to answer four main questions:
What are the key factors that make the customer playing online game?
Why do the gamers play online game?
Do SERVQUAL, TAM, TCA and EXP influence the customer satisfaction in
online game service?
Does gamer satisfaction influence the gamer preference in online game
service?
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Chapter Two – Literature Review
2.1. Online game
Online gaming has grown from a tiny fraction of the interactive entertainment
business into a major market in its own right. In this chapter, this thesis learn about
some of the features and design challenges that set online gaming apart from the more
traditional single-player or multiplayer local games (Adams, 2010). Online gaming is
a technology rather than a genre, a mechanism for connecting players together rather
than a particular pattern of gameplay (Adams, 2010; Von Ahn, 2006; H.-E. Yang et
al., 2009; X. Yang, 2013). Therefore, this thesis does not look for design
commonalities as the chapters on game genres did. Instead, it addresses some of the
design considerations peculiar to online games no matter what genre those games
belong to. It’s a huge topic, however, and there is only room in this thesis for the
highlights.
Do not confuse online gaming, as Von Ahn (2006) uses the term, with online
gambling or online casino gaming. Online gambling is a different industry, and is not
covered here. This thesis uses the term online games to refer to multiplayer distributed
games in which the players’ machines are connected by a network (Dick, Wellnitz, &
Wolf, 2005; Hsu & Lu, 2004; G. Kim et al., 2013; X. Yang, 2013). This is as opposed
to multiplayer local games in which all the players play on one machine and look at
the same screen (Adams, 2010). While online games can, in principle, include
solitaire games that happen to be provided via the Internet, such as Bejeweled, the
online aspect of solitaire games is incidental rather than essential to the experience.
Bejeweled is simply a puzzle game. Online games do not need to be distributed over
the Internet; games played over a local area network (LAN) also qualify as online
games (Adams, 2010).
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2.2. Experiential value
Previous study discovered that experiential value can be created by traditional
and electronic shopping experiences (Babin, Darden, & Griffin, 1994; Hirschman &
Holbrook, 1982; Irani & Hanzaee, 2011; O’Brien, 2010). Experiential value can
indeed produce both utilitarian and hedonic value when shopping at old-style and
electronic store (Babin et al., 1994; Fiore, Kim, & Lee, 2005; Wolfinbarger & Gilly,
2001; H.-E. Yang et al., 2009).
2.2.1. Utilitarian Value
Early research on shopping value commonly emphasis on the utilitarian
feature of shopping (Bloch & Bruce, 1984). Hirschman and Holbrook (1982) have
identified that in traditional information processing shopping model, the shopper is a
rational decision creator wanting to make best use of utility by concentrating on
tangible benefits of the product. As stated in this model, acquiring has been regarded
as a problem solving action in which consumer moves through a chain of logical
stages. Especially, utilitarian shopper behavior is explained through task-related and
rational behavior (Batra & Ahtola, 1991; Kempf, 1999). Also, Hirschman (1984)
asserted that all shopping experiences involve the motivation of thoughts and
intellects. Shopping experiences viewed as a manner that provides the cognitive
(utilitarian) and affective (hedonic) benefits. More specifically, tangible attributes of
goods and services provide contribution to cognitive process and is closely related to
calculations of utilitarian value. Thus, a consumer receives utilitarian shopping value
when he or she obtains the needed product, and this value rises as the consumer
obtains the product more smoothly (Babin et al., 1994).
Perceived utilitarian shopping value might rely on whether how much of the
consumption need that prompts the shopping experience is met (Seo & Lee, 2008),
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regularly, this means that the consumer purchases goods in a calculated and efficient
manner (Hirschman & Holbrook, 1982). Hence, utilitarian purchasing behavior is
more logical, rational, related to transactions (Batra & Ahtola, 1991; Seo & Lee,
2008), and related with more information gathering compared to hedonic buying
manners (Bloch & Bruce, 1984). Koufaris, Kambil, and LaBarbera (2002) suggested
that utilitarian value include time saving, control, better product information granted
by interactivity affecting attitude responses toward a product or website.
2.2.2. Hedonic Value
Bloch and Bruce (1984) defined that customers gain hedonic value as well as
utilitarian value during the shopping experience. Research about shopping has
extensive emphasize the shopping experience on the utilitarian aspects, which has
often been described as task-related and rational and linked thoroughly to whether a
product acquisition task was successfully done or not (Babin et al., 1994; Batra &
Ahtola, 1991). Nevertheless, traditional product gaining explanations may not fully
describe the entirety of the shopping experience (Bloch & Bruce, 1984). Due to this,
over the past several years have seen rising attention in the shopping experience on
the hedonic features and academics have accepted the significance of its potential
entertainment and emotional value (Babin et al., 1994). Also, hedonic value is more
particular and personal than utilitarian value. That is, customers were described as
either ‘‘problem solvers” or in terms of customers looking for ‘‘fun, fantasy, arousal,
sensory stimulation, and enjoyment” (Hirschman & Holbrook, 1982). Utilitarian value
includes shopping efficiency and making the correct product choice based on logical
valuation of product information, separately customers observe shopping as an
adventure. Moreover, the hedonic value of the consumption experience was assumed
as these forms of pleasure, hence, hedonic value was different from utilitarian value
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(Hirschman, 1984). Thus, MacInnis and Price (1987) said that hedonic value can be
assumed as the emotional paybacks to the consumer perceives through the shopping
experience other than the accomplishment of the original buying intent. In a similar
context, summarized characteristics of goods and services can contribute to affective
elements in shopping and are closely related to hedonic value (Cottet, Lichtlé, &
Plichon, 2006).
Westbrook and Black (2002) recommended that shopping satisfaction contains
the opportunity for social interactions with friends, family or even strangers and the
sensual incentive such as escapes from routine life, and new information about future
styles and fashion.
Hedonic value acts both positive and negative roles in consumption regarding
consumers’ benefit. The negatively extreme form of hedonic value is impulse or
compulsive (uncontrollable) purchase. Especially, ROOKH (1987) believed impulse
buyers buy products from a need to buy rather than a need for a product. Also,
uncontrollable buyers put their values on shopping activity itself rather than a product
(Faber & O'guinn, 1992). Next, hedonic value is usually expressed by the entertaining
features of store surfing whether or not an acquisition happens (Bloch & Bruce, 1984).
2.3. The Technology Acceptance Model (TAM)
TAM, offered by Davis (1989) in his doctoral thesis, is an information system
(IS) theory that models how individuals come to accept and use a technology
(“Technology acceptance model,” n.d.). That is, TAM forecasts intention to use and
acceptance of information systems by individuals. It included perceived ease of use
(PEOU) and perceived usefulness (PU) that drive the approach toward an IS. TAM
explains why the attitude, in turn, leads to one’s intention to use an IS and how the
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eventual acceptance of the IS technology is affected by system design structures
(Davis, 1993).
“Intention” in TAM represents the effect of social norms and attitudes that can
be mediated by other variables (Ajzen & Fishbein, 1980). Moore and Benbasat (1991)
claimed that if no other variables interfere, as is the case in many information
technology applications, then “intention” can be omitted. As a result, recent TAMbased studies have omitted “intention” without any loss of information (Lederer,
Maupin, Sena, & Zhuang, 2000; Straub, Limayem, & Karahanna-Evaristo, 1995;
Venkatesh, 2000). Agreeing with previous studies (Karahanna & Straub, 1999;
Venkatesh, 2000; H.-E. Yang et al., 2009), my thesis setting does not contain of a
circumstances that other variables interfered and therefore the use of “intention” is not
necessary. However, the “attitude” is believed that captured in a number of items for
channel preference. Current outcomes propose that consumer satisfaction in the online
atmosphere is considerably higher than traditional channels due to the ease of use in
gaining information (Shankar, Smith, & Rangaswamy, 2003). Ease of use can also
influence the transaction costs when the ease of use relates to information search.
Venkatesh (2000) suggests that both perceived usefulness and perceived ease
of use are found to directly influence behavioral intention to use IT, which leads to
eliminate the need for the attitude construct from the model. Perceived usefulness was
defined as “the degree to which a person believes that using a particular system would
enhance his/her job performance”, and perceived ease of use is defined as “the degree
to which a person believes that using a particular system would be free of physical
and mental effort” (Davis, 1989).
TAM is better suited to IS because it supports to understand the technology
acceptance based on ease of use and usefulness (Devraj et al., 2002). Hence, based on
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recent research in IS, this thesis apply TAM concepts to observe consumer
satisfaction with the online game.
2.4. Transaction Cost Analysis (TCA)
TCA (Coase, 1937; Williamson, 1987) was firstly developed to examine the
appropriate governance structures or mechanisms for firms to conduct transactions.
TCA belonged to the “New institutional economics” (NIE), which studied the role of
governance structure in decreasing transaction cost (P. K. Rao, 2003).
A transaction happens when a good or service is shifted across a
technologically separable interface (Williamson, 1987). Classical economists
developed a theory that presumes perfect information symmetry in the efficient
market and the transaction can be executed without costs. Nonetheless, markets are
often inefficient, and this results in costs to firms in their transactions with suppliers
and customers (Coase, 1937). For example, because of the absence of information
about supplier’s completeness, a firm draft and negotiate a contract in order to defend
their interest in the transaction. In contrast, the lack of information about customers’
credit position causes the firm to search for such information (Li & 李仲文, 2008). In
an inefficient market, firms have to obtain transaction costs to safeguard a favorable
deal (Coase, 1937).
One of the priori acceptances of the TCA background is that market
governance is more efficient than hierarchical firm governance structure because of
the benefits of competition, and such acceptance is often called the production cost
advantages of the market (Coase, 1937). The TCA structure builds on the relationship
between three observable dimensions of transaction as proposed by Williamson
(1987): asset specificity, uncertainty (environmental and behavioral) and frequency,
and the two main assumptions of human behavior: bounded rationality and
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opportunism. The interplay between these behavioral assumptions and transaction
dimensions are elaborated as follows.
2.4.1. Bounded rationality
Transactions are supposed to happen under individuals’ bounded rationality,
which implies that individuals are constrained by their basic cognitive capabilities (e.g.
limited short term memory, slow rate of information processing) to be perfectly
rational (Simon, 1955).
2.4.2. Opportunism
Excluding individual’s bounded rationality, TCA structure also proposes that
agents participate in a transaction possibly will act opportunistically if given the
chance. That is, Williamson (1985) defines opportunism as self- interest seeking
behavior concerning planned efforts to mislead and confuse exchange partners.
Opportunism ascends because buyer has imperfect control seller who has personal
interests in an exchange, and the contracts between the two parties take part in an
exchange are vague and incomplete (E. Anderson, 2008).
2.4.3. Uncertainty
The “uncertainty” is the inability to predict relevant contingencies from two
sources—unpredictable changes and information asymmetry resulting from strategic
nondisclosure or distortion of information by the sellers (Masten, Meehan, & Snyder,
1991; Williamson, 1985). Also, Devraj et al. (2002) suggested that uncertainty
reflects the extension to which good product and price information was provided
through the online channel in context of online shopping relationship.
2.4.4. Asset specificity
Opportunism poses a transactional hazard to the range that a relationship is
bordered by behavioral uncertainty, and the situation is getting worse when the
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relationship is supported by asset specificity (Rindfleisch & Heide, 1997). Asset
specificity refers to durable investments that are undertaken in support of particular
transactions; and these specific investments represent sunk costs that have much
lower value outside of these specific transactions (Williamson, 1985). Namely, this
makes it difficult for the buyer as well as the supplier to switch. Within context of
online shopping relationship, Devraj et al. (2002) measures asset specificity by degree
of variety of product and store choices that is available through online shopping.
2.4.5. Buying frequency
Along with the two main transactional measurements previously defined, the
complete TCA outline also contains frequency as the third measurement of
transaction. The frequency dimension refers strictly to buyer activity in the market.
Recurrent transactions enable economies of scale in regard to transaction costs
because these costs will be easier to recover for numerous transactions of a recurring
kind (Williamson, 1985).
Frequency refers to the recurring nature of the transactions. But frequency has
received only limited attention in empirical TCA construct (Rindfleisch & Heide,
1997). In this thesis, the research application will focus upon the analysis based on
uncertainty and asset specificity.
2.4.6. Transaction costs
Transaction costs for retail market organizations such as online stores consist
of (1) market transaction costs for searching, bargaining, and after-sale activities and
(2) managerial transaction costs to run a store (Devraj et al., 2002). In addition, the
market transaction costs measure the efficiency level of the interactions of buyers and
sellers during a particular market setting, while the managerial transaction costs
measure the process efficiency in market organizations (Devraj et al., 2002).
- 12 -
2.4.6.1. Market transaction costs
In the context of market transaction costs, as a potential consumer seeks to
make an online acquisition, the site may offer the product image, description, price,
and feedback from other customers, in an easy-to-read format (Devraj et al., 2002; H.E. Yang et al., 2009). Also, in information system usage, S. S. Kim and Malhotra
(2005) found users’ perceived ease of use and usefulness of a website at an early
period positively affect their perceived ease of use and usefulness at a later period,
when there is no new piece of information that changes the users’ opinions. Hence,
market transaction costs basically are captured with two constructs to measure the
benefits to the market: perceived ease of use (PEOU) and time efficiency. PEOU, also
a TAM construct, measures the effort in shopping including searching, bargaining,
and after-sale monitoring. Consequently, market transaction costs are captured with
time efficiency. Time efficiency is a measure of the transaction time costs. Time
efficiency is a measure of the transaction time costs. The pioneering work of Becker
(1965) in consumer behavior suggests that the consumer maximizes his or her utility
subject to not only income constraints but also time constraints (Dellaert, Arentze,
Bierlaire, Borgers, & Timmermans, 1998). By reducing information asymmetry and
surprises, such as delivering wrong products and missing delivery dates, customers
find online shopping easy to use and less time consuming (Devraj et al., 2002).
2.4.6.2. Managerial transaction costs
In the context of the managerial transaction costs, price savings can be
considered as a measure of store efficiency because as managerial costs decrease,
savings could be passed on to consumers. In the finance literature, the transaction
costs of financial markets generally include commission fees, bid-ask spread, and
price impact costs (Berkowitz, Logue, & Noser, 1988; Devraj et al., 2002; H.-E. Yang
et al., 2009). These costs are the compensation to market makers or dealers and are
- 13 -
considered as a measure of market efficiency. As market institutions become more
efficient, the cost of trading is lowered and consumers get better prices (Devraj et al.,
2002; H.-E. Yang et al., 2009).
In conclusion, transaction costs include three dimensions: PEOU, time
efficiency and price saving. While PEOU and time efficiency are measures of the
costs between buyer and seller interactions, relative price saving is a measure of
online or conventional store transaction efficiency. Thus TCA extends TAM
constructs to the cost dimension of online transactions (Devraj et al., 2002).
2.5. Service Quality (SERVQUAL)
Parasuraman et al. (1988) recommended the most difference between service
and goods are four characteristic: intangibility, perishability, heterogeneity, and
inseparability. Therefore, the focus has different between service marketing and
products marketing. Because Parasuraman et al. (1988) indicate the fact that quality is
an “elusive and indistinct construct” commenced on an exploratory article that has
revolutionized research and given service quality a face value in a way (Ndamnsa,
2013). SERVQUAL is a mechanism used to measure quality that sprouts from this
model and works with the differences in the gaps scores derived from a questionnaire.
The SERVQUAL scale (questionnaire) has two sections; one designed to record client
expectation and the other to measure client perception in relation to a service segment
and a service firm (Parasuraman et al., 1988). The SERVQUAL model is important to
managers in service firms as it enables them to appreciate the sources of problems in
quality and how they can resolve or improve on these problems (Nair, Ranjith, Bose,
& Shri, 2010).
Moutinho and Goode (1995) assumed that the model has conquered the
service quality literature as it was founded and it is a real-world means with an
- 14 -
affluence of value to the industry. Studies approved that the model is a reliable
apparatus in measuring service quality and has appreciated theoretical involvement in
this respect. The model is also observed to be a practical and a good forecaster for
service quality measurement (Sureshchandar, Rajendran, & Anantharaman, 2002).
However, no model can be said to be faultless and SERVQUAL model is not an
exemption and thus has its boundaries as this is justified in a study by Brown,
Churchill Jr, and Peter (1993), who highlighted low reliability of the scoring recorded.
Teas (1993) proclaimed that the SERVQUAL model is a tricky one as the respondents
might be unable to differentiate between the different types of expectations.
Nevertheless the critics of the SERVQUAL model, it is still widely and continuously
used in numerous sectors.
This thesis will be reexamined in detail that is an examination of the different
dimensions of the model will be presented in detail. Parasuraman et al. (1988) in
trying to develop the model for measuring “service quality in retail banking,
maintenance, phone repairs and security brokerage” firms realized that there were
core differences regarding executive perceptions of service quality and the
responsibilities involves when delivering services to consumers. (Parasuraman et al.,
1988) defined that service quality is a global judgment, or attitude, relating to the
superiority of the service, and superiority is the gap which practical service higher
than consumer expectation. When expectative service level is equal to perceived
service level then it has general service quality. When perceived service level is
higher than expectative service level then it has better service quality. When
perceived service level is lower than expectative service level then it has worse
service quality (Devraj et al., 2002; H.-E. Yang et al., 2009).
- 15 -
Parasuraman et al. (1988) introduce ten dimensions to measure service quality and
suggest that it can be used in any service model. Previous studies use factor analysis
to simplify twenty-two items to five dimensions, called SERVQUAL (Service
Quality) (Devraj et al., 2002; Parasuraman et al., 1988; H.-E. Yang et al., 2009), listed
as follow:
2.5.1. Tangibles: Physical facilities, equipment, and appearance of personnel.
2.5.2. Reliability: Ability to perform the promised service dependably and
accurately.
2.5.3. Responsiveness: Willingness to help customers and provide prompt
service.
2.5.4. Assurance: Knowledge and courtesy of employees and their ability to
inspire trust and confidence.
2.5.5. Empathy: Caring, individualized attention the firm provides its
customers.
In electronic commerce, service quality measures have been applied to assess
the quality of search engines and factors associated with Web site success. However,
consumers’ perceptions of online service quality remain unexplored. There are
indications that electronic commerce service issues go beyond product price and may
be the reason for consumers’ preference for the channel (Devraj et al., 2002; X. Yang,
2013). SERVQUAL, a widely utilized instrument in marketing research to measure
customers’ expectation and perception of service, was recently adapted to measure IS
service quality. This thesis uses four dimensions of SERVQUAL, which include
reliability, responsiveness, assurance, and empathy, to measure the users’ cognition of
SERVQUAL in online channel.
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2.6. Satisfaction and Preference:
2.6.1 Satisfaction
Business objectives are not only to deliver products or services to customers,
not only aimed at selling what they are offering but also to deliver the needs to
customers in a satisfactorily. Companies and organizations with an in-depth
understanding of how to satisfy customers and deliver satisfaction are in a better
position to increase profitability than those that might be aware of customers‟ needs
but are unable to deliver them to a satisfactory level (Chen et al., 2009; Moutinho &
Goode, 1995; Wu, Tao, Li, Yang, & Huang, 2011). Customer satisfaction is
considered as an evaluation of the after- purchase perceptions and the pre-purchase
expectations (Ndamnsa, 2013). Customer satisfaction is a practical and theoretical
aspect that is important for both researchers in consumers realm and marketers in
general (Irani & Hanzaee, 2011). According to (R. E. Anderson & Srinivasan, 2003),
customer satisfaction is an important subject for organizations that desire to create and
maintain competitive advantage in today business competitive world. Customers who
are satisfied will probably inform others about their satisfactory experiences and
consequently participate in sharing their experience through positive word-of-mouth
(Chen et al., 2009; Shankar et al., 2003). Meuter, Ostrom, Roundtree, and Bitner
(2000) customer satisfaction is defined as a decision or conclusion that a customer
develops after the act of acquisition and consumption of a product /service. Other
studies pointed out that customer satisfaction is affected by expectations (Moutinho &
Goode, 1995).
A customer is term satisfied when the outcome of performance is greater than
expectations and termed satisfied when expectations exceed the outcome of
performance this is simply referred to as positive and negative disconfirmation
- 17 -
respectively (Meuter et al., 2000; Moutinho & Goode, 1995; Ndamnsa, 2013).
Customer satisfaction is described as the consumer’s perceptive appraisal of a
sensitive feedback in accordance to his/her observation of whether the characteristic
of the acquired offering meets his/her expectation (R. E. Anderson & Srinivasan,
2003; Chen et al., 2009). Customer satisfaction is an essential tool for survival in the
business environment, the prime objective of a business is to create and maintain
customer satisfaction in an optimum level (Devraj et al., 2002; Shankar et al., 2003).
The concept of customer satisfaction is growing in everyday with different ideas and
different definitions. Researchers have looked at customers’ satisfaction in different
ways. Many arguments have been made on the aspect of customer satisfaction with
majority pointing out the fact that customer satisfaction is based on experience
encountered with service provider and the outcome of service rendered (Parasuraman
et al., 1988).
Today, gamers have greater and easier access to alternative sources to
purchase products and services. However, to continue to use the online game firms
websites, the gamers must believe that the online game firms offer better choices than
the alternatives (H.-E. Yang et al., 2009; X. Yang, 2013). In the marketing literature,
consumers’ channel-choice behavior is studied in the service outputs model (Dick et
al., 2005; Hsu & Lu, 2004; H.-E. Yang et al., 2009), which argues that channel
systems exist and remain viable by performing duties and providing benefits to endusers.
For online game firms, spatial convenience of purchasing the products at home,
reducing online waiting time and delivery time, increased product choice, and
customer service are critical service outputs (Dick et al., 2005; Hsu & Lu, 2004).
Overall, consumers’ satisfaction is affected by both economic and noneconomic
- 18 -
factors (Dick et al., 2005; Hsu & Lu, 2004; G. Kim et al., 2013; H.-E. Yang et al.,
2009). When consumers find online shopping convenient, time efficient, and price
saving, they will be satisfied with the general effectiveness and efficiency of the
electronic channel. In addition, consumers will find the purchase experience
gratifying if online vendors are responsive, concerned, and reliable during the
shopping process and subsequent interactions with the customers (Devraj et al., 2002;
H.-E. Yang et al., 2009). Therefore, we examine game online satisfaction based on an
integrated analysis using multiple constructs of technology acceptance, transaction
costs, and service quality and experimental value.
2.6.2 Preference
While satisfaction is an attitude construct that affects customer’s behavioral
intention, channel preference is a consumer behavior choice resulting from prior
experience (Devraj et al., 2002; Heilman et al., 2000), and consumer preferences vary
with the purchasing experience (Heilman et al., 2000). When consumers enter a new
market, they generally show little evidence of product preference. As they gather
more information for a product and with increased purchasing experience, the
probability of their choosing a particular product increases. Consumers’ store-choice
behavior is also largely affected by their most recent purchase experience (Aaker &
Jones, 1971; P. K. Rao, 2003; T. R. Rao, 1969). In the online environment, as the
overall satisfaction with the online channel increases, it is likely that consumers will
use the online channel again (Bhattacherjee, 2001; Devraj et al., 2002).
- 19 -
Chapter III - Research Methodology
This chapter discusses and justifies the author’s choices for the
methodological approaches employed in the research. Starting from the discussion
regarding theoretical framework, hypotheses, research approach, choices for research
design, data sources, research process, data collection method, data collection
instrument, sampling, data analysis method, and quality criteria are presented with the
reasons behind the choices.
3.1. Theoretical framework and hypotheses
3.1.1. Integrated model
An increasing electronic commerce research work has been done on the
antecedents and consequences of consumer online satisfaction by adopting constructs
from different theoretical frameworks in order to identify the key antecedents and
explain the effects of them on the consequences in the model (Chen et al., 2009;
Devraj et al., 2002; E.-J. Lee, Uniremidy, & Overby, 2004; K. Lee & Joshi, 2007).
However, no such integrated models are employed to investigate online game player’s
satisfaction with and preference to the game service system provided. An integrated
theoretical framework, including the constructs proposed by technology acceptance
model (TAM), transaction cost analysis (TCA), and service quality (SERVQUAL),
was developed and validated by Devraj et al. (2002) and they demonstrated that
metrics derived from traditional models in marketing, economics, and psychology can
be successfully applied in e-commerce to determine customer preference.
On the other hand, experience value was defined as the perception which
game players gained in the past process playing (Hsu & Lu, 2004). This construct is
divided into two dimensions, utilitarian value and hedonic value. Utilitarian value is
defined as the best choices which do by ‘‘logical evaluation” reference to games’
- 20 -
efficiency and content (Babin et al., 1994; Batra & Ahtola, 1991; O’Brien, 2010).
Hedonic value is defined that to find fun, fantasy, arousal, sensory stimulation, and
enjoyment is the interest for the people (Babin et al., 1994; Batra & Ahtola, 1991).
From previous discusses and due to the importance of experiential value of the game
service, this thesis combines the constructs for experiential values with TAM, TCA
and SERVQUAL in order to assess online game service more precisely and
completely.
3.1.2. Backgrounds of online game satisfaction
Previous studies considered that overall satisfaction is primarily a function of
perceived service quality (R. E. Anderson & Srinivasan, 2003; Chen et al., 2009;
Shankar et al., 2003) and service quality is strongly related to online satisfaction
(Moutinho & Goode, 1995; Sureshchandar et al., 2002; H.-e. Yang & Tsai, 2007).
Recent researches have included additional constructs as the antecedents of customer
satisfaction in the online satisfaction and preference model (Devraj et al., 2002; H.-e.
Yang & Tsai, 2007; H.-E. Yang et al., 2009). In addition to the set of constructs
suggested by the technology acceptance model (TAM), the constructs used in the
transaction-cost approach (TCA) (Coase, 1937; Williamson, 1975, 1985, 1987), that
is, perceived ease of use, time efficiency, and price savings, the three dimensions have
been used to measure different aspects of the efficiency of online transactions and
explained a large portion of customer satisfaction with Internet-based services (Devraj
et al., 2002). However, according to the research conducted in Vietnam and due to the
low transparency of corporate governance (McGee, 2009) and the corporate tax
system in Vietnam (Chan, Whalley, & Ghosh, 1999), the price saving will be dropped.
Hence, TCA will consist only two dimensions which are perceived ease of use and
time efficiency.
- 21 -
The five dimensions of SERVQUAL: tangibility, reliability, responsiveness,
assurance, and empathy, for assessing service quality, have been adapted to evaluate
information system (IS) service quality recently and prior studies also indicated that
SERVQUAL is appropriate for measuring IS service quality (Bhattacherjee, 2001;
Brown et al., 1993; Chen et al., 2009; Cottet et al., 2006; K. Lee & Joshi, 2007; Nair
et al., 2010; Ndamnsa, 2013; Wu et al., 2011; Yoshida & James, 2010). For
measuring customer- perceived service quality of websites, (H.-E. Yang et al., 2009)
refined and validated the current SERVQUAL and IS-SERVQUAL instruments and
the results indicated that the tangibility dimension is less relevant to the e-commerce
service quality and completely excluded from the model. This thesis follows the
conclusion and use four dimensions: reliability, responsiveness, empathy, and
assurance of online channel in this thesis (Devraj et al., 2002; H.-E. Yang et al., 2009).
There is insignificant research that validated the factors anteceding to online
satisfaction (R. E. Anderson & Srinivasan, 2003; Chen et al., 2009; Yoshida & James,
2010). When only considering quality as the antecedent of online satisfaction, the
findings indicate that the path coefficients from system quality and service quality to
online satisfaction are significantly positive (H.-E. Yang et al., 2009). When
integrating the metrics of TCA, TAM, and SERVQUAL in a model, the results reveal
that TAM and TCA dominate the impact on satisfaction (Devraj et al., 2002). When
replacing TAM with website technology (WEBST) in the integrated model, the results
show that the standardized path coefficients from WEBST, TCA, and SERVQUAL to
online satisfaction are all positively significant (H.-e. Yang & Tsai, 2007).
There is a research that claimed that the factors empathetic perception of
emotional (aka. empathy) have significant effects to hedonic value (Zillmann, Mody,
- 22 -
& Cantor, 1974). Thus, this thesis will suppose that the experiential value factors have
relationship with service quality factors.
Based on the previous review of the relationships between the online
satisfaction and the constructs from experiential value, transaction cost, TAM and
SERVQUAL, we suggest that the following hypotheses can be posited in an online
game service context:
o H1a: Online game satisfaction (SAT) will be positively affected by utilitarian
value in experiential value (EXP)
o H1b: Online game satisfaction (SAT) will be positively affected by hedonic
value in experiential value (EXP)
o H2a: Online game satisfaction (SAT) will be positively affected by time
saving (TIME) in transaction cost (TCA)
o H2a1: Time saving (TIME) will be positively affected by uncertainty
in transaction cost (TCA)
o H2a2: Time saving (TIME) will be positively affected by asset
specificity in transaction cost (TCA)
o H2b: Online game satisfaction (SAT) will be positively affected by perceived
ease of use (EQU) in transaction cost (TCA)
o H2b1: Perceived ease of use (EQU) will be positively affected by
uncertainty in transaction cost (TCA)
o H2b2: Perceived ease of use (EQU) will be positively affected by asset
specificity in transaction cost (TCA)
o H3a: Online game satisfaction (SAT) will be positively affected by assurance
(ASS) in service quality (SERVQUAL)
- 23 -
o H3a1: Assurance (ASS) in service quality (SERVQUAL) will be
positively affected by utilitarian value in experiential value (EXP)
o H3a2: Assurance (ASS) in service quality (SERVQUAL) will be
positively affected by hedonic value in experiential value (EXP)
o H3b: Online game satisfaction (SAT) will be positively affected by empathy
(EMP) in service quality (SERVQUAL)
o H3b1: Empathy (EMP) in service quality (SERVQUAL) will be
positively affected by utilitarian value in experiential value (EXP)
o H3b2: Empathy (EMP) in service quality (SERVQUAL) will be
positively affected by hedonic value in experiential value (EXP)
o H3c: Online game satisfaction (SAT) will be positively affected by reliability
(REL) in service quality (SERVQUAL)
o H3c1: Reliability (REL) in service quality (SERVQUAL) will be
positively affected by utilitarian value in experiential value (EXP)
o H3c2: Reliability (REL) in service quality (SERVQUAL) will be
positively affected by hedonic value in experiential value (EXP)
o H3d: Online game satisfaction (SAT) will be positively affected by
responsiveness (RESP) in service quality (SERVQUAL)
o H3d1: Responsiveness (RESP) in service quality (SERVQUAL) will
be positively affected by utilitarian value in experiential value (EXP)
o H3d2: Responsiveness (RESP) in service quality (SERVQUAL) will
be positively affected by hedonic value in experiential value (EXP)
o H4a: There is a positive influence of perceived ease of use (EQU) on the
perceived usefulness (USE) in TAM model
- 24 -
o H4b: There is a positive influence of perceived usefulness (USE) on the
satisfaction (SAT) in the online gaming context
3.1.3. Online game satisfaction and preference
In recent marketing research, the measures of perceived quality, satisfaction,
and preference on behalf of customers have been used to assess firm’s productivity
and its marketing performance (Devraj et al., 2002; Heilman et al., 2000). Consumer
satisfaction has been the subject of much attention in the literature because of its
potential influence on consumer behavioral intention and customer retention (Heilman
et al., 2000). Similarly, in a B2C channel satisfaction model, customer satisfaction is
considered as an important construct because it affects participants’ motivation to stay
with the channel (Devraj et al., 2002; Heilman et al., 2000). Satisfaction with a
product or service offered has been identified as a key determinant for preference
(Devraj et al., 2002; Heilman et al., 2000). This relationship would seem to be
applicable to Internet e-commerce (R. E. Anderson & Srinivasan, 2003; Shankar et al.,
2003). Past studies found that online customer preference results from customer’s
satisfaction with the EC channel and that the positive impact of online satisfaction on
preference is evidenced in the context of electronic commerce (R. E. Anderson &
Srinivasan, 2003; Chen et al., 2009; Devraj et al., 2002; Shankar et al., 2003; H.-e.
Yang & Tsai, 2007; H.-E. Yang et al., 2009). From the review of the past research, it
is presumable that high online game satisfaction will yield high online game
intentions and preference. Therefore, the following research hypotheses will be tested:
o H5: Online game satisfaction (SAT) will have a positive impact on online
game preference (PREF).
- 25 -
Figure 1. Integrated model
Utilitarian
Value
Hedonic Value
Perceived
usefulness
H4a
H 1a
Perceived ease
of use
Satisfaction
H2b
Preference
H5
a
H2
Time
H3a2
d1
H3
Asset specificity
H2a2
H4
b
H3b
H2
b1
H
2a
2
H
2b
2
Uncertainty
b
H1
H3a
H3b1
Assurance
H3b2
H3a1
Emphathy
H
3c
2
H
3c
H3c1
Reliability
H
3d
2
H3
d
Responsiveness
3.1.4. Online game satisfaction as mediator
Combining the constructs discussed above, this thesis proposed the online
game satisfaction and preference model, presented in Fig. 1, including constructs from
experiential value, TCA, and SERVQUAL with the hypotheses of this study on the
paths. According to the model, experiential value, transaction cost, and service quality,
the four antecedents influence on online game satisfaction, which, in turn, affects
online game preference. In this model, online game satisfaction is a function of the
fours antecedents operating in a situation and helps to explain the influence of the
antecedents on online preference. Although, it has attracted researchers to pay
attention to the formal tests of the mediation effects (R. E. Anderson & Srinivasan,
2003; Chen et al., 2009; Devraj et al., 2002; Shankar et al., 2003; H.-e. Yang & Tsai,
2007; H.-E. Yang et al., 2009), but, to my knowledge, rare research examines the
mediating effects of customer satisfaction in an integrated preference model or
behavioral intentions model, much less formally tests that of online game satisfaction
in the online game service environment (Devraj et al., 2002; H.-E. Yang et al., 2009).
Therefore the mediating effects of online game satisfaction when the mediational
- 26 -
model involves latent constructs will be tested formally and the following hypothesis
is posited:
o H6: Online game satisfaction (SAT) will mediate the effects of the
antecedents (EXP, TCA, TAM and SERVQUAL) on the online game
preference (PREF).
3.2. Research Approach
Ali and Birley (1999) argue that the term qualitative has no clear meaning and
it can be rather explained as a term, which covers various techniques. They also state
that in the use of qualitative research method, researchers try to describe, decode, and
translate reality through participation (Fisher & Buglear, 2010). Therefore, the main
focus is on respondents and their opinions and reactions. Thus research usually begins
with questions and observations of the world and then moves to more generalized and
abstract ideas (Fisher & Buglear, 2010). On the other hand, quantitative research
method concerns more about actual numbers, such as frequency of occurrence, test
score, or even rental costs (Ali & Birley, 1999; Fisher & Buglear, 2010).
This thesis is will solely be using the quantitative research approach. In order
to achieve the purpose of this research, to assess satisfaction and preference in online
game of consumers in Vietnam, this thesis have based this research on integrated
model created by Devraj et al. (2002) and H.-E. Yang et al. (2009). This model
intended to quantitatively assess consumers’ attitudes toward online game through
TCA, TAM, SERVQUAL and EXP. Considering the given nature of the model,
therefore, quantitative research approach would be the most suitable approach for this
case.
- 27 -
3.3. Research Design
Research design helps a researcher to form an appropriate design for the
chosen subject and the purpose of his study. It soothes the operation of the study and
is to ensure the researcher to be able to collect empirical data through his study that is
necessary to meet the purpose and to answer the research question (Dhawan, 2010).
There are three main types of research design; exploratory design, descriptive design,
and causal design (Dhawan, 2010; Jones, Wahba, & Van der Heijden, 2008),
In exploratory research design, the main purpose of the study often lies in
more exact problem formulation. Thus, the emphasis for this type of research is in
finding ideas and insights (Dhawan, 2010). If the study employs descriptive design, it
tries to describe the characteristics of the subject to study. In this type of research
design, a researcher needs to have a clear definition of his subject to study, and the
study aims to gather complete data to picture the subject (Dhawan, 2010; Jones et al.,
2008). Lastly, if a study takes research design of hypotheses testing, it tries to see the
fundamental relationships between variables in the study and to explain if one
variable causes the value of another. This type of study enables the researchers to
have reduced bias, increased reliability for their research, and description of causality
(Jones et al., 2008).
Since this study aims to observe and obtain deeper understanding of attitudes
toward online satisfaction of consumers in online gaming industry, the main interest
of the study is to picture the consumers’ attitudes based on their satisfaction. In
addition, this thesis conducts an intensive literature review to get insights for the study
from already existing studies. Thus, exploratory and descriptive research design fits
the best for the purpose of the study.
- 28 -
3.4. Research process
Operationalization can be described as a process of defining vague concepts in
order to make the concept measurable in form of variables composing of specific
observation (Bryman & Bell, 2007). They also mention steps required for successful
operationalization: Theoretical insights Define key variables Provide
operational definition of key variables Find and list potential measures for key
variables Pretest Design data collection instrument (Bryman & Bell, 2007;
Jones et al., 2008).
3.4.1. Pretesting
When collecting data through questionnaires, researchers need to conduct a
pretest in order to refine a questionnaire that they are going to use. By doing so, they
will be able to assure that respondents will understand the questionnaire in the way
that researchers intended to and there will be no problem in recording acquired data
(Jones et al., 2008). In addition, it also helps researchers to have some assessment of
questions’ validity and reliability of the data (Jones et al., 2008).
For the research, a series of pretests were conducted before the online
questionnaires were carried out. The procedure can be summarized into two steps.
First of all, the author has tested the English version of questionnaire on a senior
lecturer at International University in Ho Chi Minh City, Vietnam. The primary
reasons for asking a senior lecturer was to make sure that questions used were
appropriate, understandable, and, well reflecting their operationalization of the
concepts used (Dhawan, 2010). Second, the translated versions of questionnaire were
tested on randomly chosen 16 Vietnamese gamers. The main focus of the second
pretest was to make sure that all questions were understandable to anybody, as it was
assumed that the levels of respondents’ background knowledge of the research topic
- 29 -
would vary to some extent (Dhawan, 2010). On that account, the questions’ validity
and reliability, especially wording and phrasing in Vietnamese, were carefully
confirmed through the second pretest.
3.4.2. Questionnaire design
The study requires quantitative by conducting questionnaire survey. The
questionnaire consists of 2 parts:
1st part: In this part, respondents have to evaluate statements related to
their satisfaction and
No table of figures entries found. preference towards playing online
game. In addition, their agreement/disagreement with a statement is based on a sevenpoint Likert-type scale with anchors ranging from “1: extremely disagree” to “7:
extremely agree”.
2nd part: This part asks respondents about their personal information,
which place that they play game and which type of Internet connectivity that they
have used.
. 1. Table 3.1. Coded items of measurement scale
Item
Perceived
Coded
Description of statement
References
EQU1
My objective for using online game
(Hsu & Lu, 2004;
firm website is clear and
Moon & Kim,
understandable.
2001; Porter &
Using online game firm website does
Donthu, 2006)
EQU2
not require a lot of mental effort.
ease of use
EQU3
I believe that it is easy to do what I
want to do while using online game
firm website.
- 30 -
EQU4
Online game firm website is easy to
use.
USE1
USE2
I feel using online game firm website
(Devraj et al.,
gives me greater control over my
2002; Hsu & Lu,
game account.
2004; Moon &
Using online game firm website
Kim, 2001;
improves the quality of decision
Porter & Donthu,
making.
2006; X. Yang,
Using online game firm website is a
2013)
Perceive
USE3
usefulness
more effective way to make purchases
online game.
USE 4
I find online game firm website to be
useful.
USE 5
I feel using online game firm website
makes it easier to play game.
UT1
UT 2
Utilitarian
UT 3
value
UT 4
Playing online game does not require
(Babin et al.,
a lot of mental effort.
1994; Batra &
It is easy for me to become skillful at
Ahtola, 1991;
playing on-line game.
Hirschman &
Learning to play an on-line game is
Holbrook, 1982;
easy for me.
Irani & Hanzaee,
It enables me to satisfy the purpose of
2011; Kempf,
playing game easier.
1999; O’Brien,
2010; Zillmann et
al., 1974)
- 31 -
HD1
HD2
Hedonic
HD3
value
HD4
HD5
Compared to other things I could have
(Babin et al.,
done, the playing experience at online
1994; Batra &
game was truly a joy and comfort.
Ahtola, 1991;
Playing online game stimulated my
Hirschman &
fantasy ability.
Holbrook, 1982;
Online gameplay (game content and
Irani & Hanzaee,
tasks) let me felt a sense of adventure.
2011; Kempf,
I liked the enjoy socializing with 1999; O’Brien,
others when I play online game.
2010; Zillmann et
I enjoyed being immersed in exciting
al., 1974)
new online game.
HD6
While playing online game, I was able
to forget my problems.
UNC1
UNC2
UNC3
It was easy for me to get relevant
(E.
quantitative information (price, taxes
2008; Berkowitz
etc.)
et al., 1988; Li &
I believe that it was possible for me to
李仲文, 2008; P.
evaluate the trailer of online game.
K.
The
online
game
firm
Anderson,
Rao,
2003;
website Rindfleisch
&
Uncertainty
provided adequate information such as Heide,
1997;
the product image, description, price, Williamson,
and feedback from other customers, in 1987; H.-E. Yang
an easy-to-read format.
UNC4
et al., 2009)
The online game firm website
provides sufficient information for the
- 32 -
game.
ASSET1
ASSET2
ASSET3
There are many online game websites
(E. Anderson,
where online games are available.
2008; Berkowitz
There are many online game websites
et al., 1988; Li &
where online game can be
李仲文, 2008; P.
downloaded.
K. Rao, 2003;
I was satisfied with the number of
Rindfleisch &
websites where I could download and
Heide, 1997;
play online game.
Williamson,
Online game firms give me a wider
1987; H.-E. Yang
choice of different website compared
et al., 2009)
Asset
Specificity
ASSET4
to conventional game store.
ASSET5
Online game firm website offer me a
wider range of product choices
compared to shopping at conventional
game stores.
TIME1
TIME2
Time
TIME3
TIME4
TIME5
Online game firm website helps me
(E. Anderson,
accomplish tasks more quickly.
2008; Berkowitz
I did not have to spend too much time
et al., 1988; P. K.
to complete the transaction.
Rao, 2003;
I did not have to spend too much
Rindfleisch &
effort to complete the transaction.
Heide, 1997;
Purchasing the service via the online
Williamson,
game website seems to be easy.
1987; H.-E. Yang
I can save time for purchase of game
et al., 2009)
- 33 -
online service via the online game
company website.
TIME6
Purchasing online game via the
website seems to require little effort.
TIME7
Purchasing online game via the online
game company seems to be difficult.
REL1
REL2
Reliability
REL3
REL4
RESP1
RESP2
I believe that online game that I play
(Bhattacherjee,
is reliable.
2001; Brown et
I believe that what I ask for is what I
al., 1993; Chen et
get in playing online game.
al., 2009; Cottet
I think that the online game service I
et al., 2006;
purchased from performs the service
Meuter et al.,
right.
2000; Nair et al.,
I trust the online game company to
2010; Seo & Lee,
deliver the product on time.
2008)
I believe the online game company is
(Chen et al.,
responsive to my needs.
2009; K. Lee &
In the case of any problem, I think the
Joshi, 2007; Nair
online game firm will give me prompt
et al., 2010;
service.
Parasuraman et
The customer service team at the
al., 1988; Wu et
online game firm will address any
al., 2011;
concerns that I have.
Yoshida &
Responsiveness
RESP3
James, 2010)
- 34 -
EMP1
EMP2
The online game firm
(Ndamnsa, 2013;
remembers/recognizes me as a repeat
Seo & Lee, 2008;
customer (after the first time).
Sureshchandar et
I think online game firm can address
al., 2002)
the specific needs of each customer.
Empathy
EMP3
I was satisfied with the payment
options (e.g., different credit cards) at
the online game firm website that I
shopped.
ASS1
ASS2
Assurance
I felt confident about the online game
(Brown et al.,
purchase decision.
1993; Chen et al.,
I feel safe in my transactions with the
2009; K. Lee &
online game firm website.
Joshi, 2007;
Meuter et al.,
ASS3
SAT1
SAT2
The online game firm had answers to
2000; Yoshida &
all my questions about the product.
James, 2010)
The gameplay (game content and
(R. E. Anderson
tasks) met my needs.
& Srinivasan,
The online game website information
2003; Chen et al.,
met my needs.
2009; Devraj et
It was possible for me to download
al., 2002; E.-J.
online game that I choose easily.
Lee et al., 2004;
I really enjoyed myself at this online
Shankar et al.,
game.
2003; Shieh &
Overall, I was satisfied with the online
Cheng, 2007;
SATISFAC
SAT3
-TION
SAT4
SAT5
- 35 -
game experience.
Sureshchandar et
al., 2002)
PREF1
PREF2
PREFERN-
PREF3
CE
PREF4
I continued to play online game, not
(E.-J. Lee et al.,
because I had to, but because I wanted
2004; K. Lee &
to.
Joshi, 2007;
I strongly recommend online game to
Meuter et al.,
others.
2000; Moutinho
I do not intend to switch to play other
& Goode, 1995;
video games.
Ndamnsa, 2013;
I intend to increase my use of online
Wu et al., 2011;
game in the future
H.-e. Yang &
Tsai, 2007; H.-E.
Yang et al.,
2009)
3.4.3. Sample Selection and Data Collection Procedure
For both qualitative and quantitative research method, there is no definite
answer when it comes to the sample size. Rather, it is depending on a number of
considerations, time, and costs (Bryman & Bell, 2007). Therefore, to make a right
decision about the sample size, researchers need to take these considerations into
account. When deciding the sample size, the author had looked at some of the
previous research conducted by Devraj et al. (2002) and Shankar et al. (2003) because
the questioner used in this research was based on the questionnaires used in previous
studies. In above-mentioned studies, researchers used paper-based surveys and
personal interviews to acquire the data. However, because of some limitations, beside
- 36 -
paper-based surveys and personal interviews, the author had decided to distribute the
questionnaires via ‘Google document’. There are mainly two reasons why it was
chosen for this specific study. Comparing to paper survey, first, online questionnaires
are able to reduce the amount of time required for conducting questionnaires and
actually collecting data. Since the time limitation was one of critical concerns that
author faced, this factor was taken into consideration. Second, it enables researchers
to have an access to remotely located respondents.
The questionnaires were posted on Vietnamese forums and Facebook pages
that are related to online games. Additionally, the questionnaires were sent out to
Vietnamese students at International University and University of Agriculture and
Forestry in Ho Chi Minh City with the help of university personnel. Besides, the
questionnaires were sent out to several game/net stations around Thu Duc District and
District 2 with an incentive to complete the tasks of the study and offset part of the
purchase cost, each participant who completed the online as well as paper-based
surveys was provided with a gift certificate of 20 thousand VND. The gift certificates
were redeemable at only their game/net stations. In this way, the questionnaire was
open to public for 20 days. In the end, 692 respondents answered the questionnaires
(658 gamers and 34 non-gamers). The details of the respondents will be discussed in
the later chapter.
3.4.4. Data Analysis Method
The author is going to analyze the data, using statistical software, SPSS
(Statistical Package for the Social Sciences). SPSS is one of the most commonly used
software to conduct quantitative analyses, which is available to researchers (Bryman
& Bell, 2007; Jones et al., 2008). An analysis using SPSS takes a several steps: data
coding, data entry, descriptive statistics, Cronbach’s Alpha test, Exploratory Factor
- 37 -
component Analysis (EFA), Confirmatory Factor Analysis (CFA), Structural
Equation Modeling (SEM) and Bootstrap Test. The author was to follow the steps to
display the data and complete their analysis on the data they collect through the
survey.
- 38 -
Chapter IV – Data Analysis and findings
In this chapter, the result of survey is presented. The result is presented in
accordance with the data analysis method presented in chapter three. Descriptive
statistics reveal the general picture of the result, and Cronbach’s Alpha test,
Exploratory Factor component Analysis (EFA), Confirmatory Factor Analysis (CFA),
Structural Equation Modeling (SEM) and Bootstrap Test follow to show details of the
survey result. The result of hypothesis follows after the presentation of the above in
the last section of this chapter.
4.1. Descriptive Statistics
Analyzed data based on data collecting from 658 valid samples. Results are
explained in detail as below:
The percentage and frequency of respondents’ gender are shown in the table
4.1. Based on the table, number of male respondents (509 people) outweighs female
respondents (149 people).
. 2. Table 4.1.1. Gender
Gender
Frequency
Percent
Valid Percent
Cumulative
Percent
Valid
Male
509
77.4
77.4
77.4
Female
149
22.6
22.6
100.0
Total
658
100.0
100.0
- 39 -
Figure 2. Gender
Besides, the majority of respondents are in range which is from 15 to 20 years
old (49.5%). People under 15 years old follows behind with 23.7% and people of
other age ranges which are from 20 to 30, from 30 to 40 and above 40 years old
account for 12.8%, 12.3% and 1.7% respectively.
. 3. Table 4.1.2. Age
Age
Frequency
Percent
Valid Percent
Cumulative
Percent
Valid
Under 15
156
23.7
23.7
23.7
From 15 -20
326
49.5
49.5
73.3
From 20 - 30
84
12.8
12.8
86.0
From 30 - 40
81
12.3
12.3
98.3
Above 40
11
1.7
1.7
100.0
- 40 -
Total
658
100.0
100.0
In terms of education, high school student or less is highest proportion in
number of respondents with 39.1% and is followed by college students, university
students and graduate students which make up 28.6%, 7.8% and 2.3%
correspondingly.
. 4. Table 4.1.3. Education
Education
Frequency
Percent
Valid Percent
Cumulative
Percent
Valid
High school or less
257
39.1
39.1
39.1
Vocational school
147
22.3
22.3
61.4
Some college
188
28.6
28.6
90.0
Bachelor’s degree
51
7.8
7.8
97.7
Graduate degree
15
2.3
2.3
100.0
658
100.0
100.0
Total
According to Table 4.1.4, most respondents from survey earn under 4 million
VND (38.6%) and from 8 to 12 million VND (30.2%) per month. This is reasonable
because majority of respondents are students who just get money from their parents
and just earn money from simple part-time or full-time jobs in their student period.
Respondents who earn higher income are people who are working officially in
different professions or have graduate education.
. 5. Table 4.1.4. Income
Income
Frequency
Percent
Valid Percent
Cumulative
Percent
Under 4 million VND
Valid
From 4 - under 8 million
VND
254
38.6
38.6
38.6
155
23.6
23.6
62.2
- 41 -
From 8 - under 12 million
VND
199
30.2
30.2
92.4
50
7.6
7.6
100.0
658
100.0
100.0
From 12 - under 16 million
VND
Total
. 6. Table 4.1.5.
Place
Frequency
Percent
Valid Percent
Cumulative
Percent
Home
475
72.2
72.2
72.2
School
65
9.9
9.9
82.1
Net/Game Station
84
12.8
12.8
94.8
Coffee shop
22
3.3
3.3
98.2
Others
12
1.8
1.8
100.0
658
100.0
100.0
Valid
Total
The surveyed players, on average, seemed to be significant with less than 1
year experience (32.5%); 1 to 2 year experience (26.9%) and more than 3 year
experience (34.2). On the contrary, from 2 to 3 year experience is lightly occurred.
. 7. Table 4.1.6. Experience
Experience
Frequency
Percent
Valid Percent
Cumulative
Percent
Valid
Under 1 year
214
32.5
32.5
32.5
1–2 years
177
26.9
26.9
59.4
2–3 years
42
6.4
6.4
65.8
Above 3 years
225
34.2
34.2
100.0
Total
658
100.0
100.0
In term of place of playing game and Internet connectivity, it is clearly that
most gamers play online game at home (72.2%) and they use ADSL as an Internet
connectivity technology considerably (59.0%). That is, ADSL currently is the most
popular technology on net service in Vietnam. In addition, net station and school use
- 42 -
LAN infrastructure (23.3%) can be explained by the percent of gamers who spend the
most their time in school or net/game stations for playing online game. It can be
interpreted by the socializing demands among the gamers. So, they prefer playing
online game with others in public.
. 8. Table 4.1.8. Connectivity
Connectivity
Frequency
Percent
Valid Percent
Cumulative
Percent
Valid
ADSL
388
59.0
59.0
59.0
Dial-up
32
4.9
4.9
63.8
Cable modem
47
7.1
7.1
71.0
153
23.3
23.3
94.2
Leased line
23
3.5
3.5
97.7
Others
15
2.3
2.3
100.0
658
100.0
100.0
LAN
Total
4.2. Reliability Test
As it has been explained in chapter three, reliability of the scale in this study is
measured by Cronbach’s alpha using SPSS. As a result of the reliability test, we
obtained the value of Cronbach’s Alpha as the tables on the next page shows. Using
the bottom line of 0.6, as it has been discussed in the methodology chapter, all
constructs in the research model except “Empathy” held acceptable levels of
reliability. Rounding off to two decimal places, Good for Economy and Materialism
construct keeps levels of reliability which can be considered as acceptable. The result
of reliability test for Empathy factor, however, shows a significantly low value of
Cronbach’s alpha. As the alpha is used to test the internal reliability, this result
denotes a low internal reliability of Empathy scale (Bryman & Bell, 2007).
. 9. Table 4.2.1. Cronbach's Alpha of EMP
Reliability Statistics
Cronbach's
N of Items
Alpha
.482
3
Item-Total Statistics
- 43 -
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
EMP1
9.18
10.919
.112
.693
EMP2
8.96
7.573
.472
.058
EMP3
8.62
9.028
.364
.279
Once the reliability for the scale was assured, the summated values for each
factor, except for Empathy factor, are calculated for Cronbach’s alpha, and it is
summarized in the list of tables below:
. 10. Table 4.2.2. Cronbach's Alpha of EQU
Reliability Statistics
Cronbach's
N of Items
Alpha
.896
4
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
EQU1
14.41
24.514
.769
.866
EQU2
14.28
24.888
.805
.852
EQU3
14.09
25.489
.756
.870
EQU4
14.12
26.885
.748
.873
. 11. Table 4.2.3. Cronbach's Alpha of USE
Reliability Statistics
Cronbach's
N of Items
Alpha
.877
5
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
USE1
18.77
40.082
.677
.858
USE2
18.74
37.733
.705
.851
USE3
18.92
37.639
.750
.840
USE4
19.11
37.139
.736
.844
- 44 -
USE5
19.09
38.769
.671
.860
. 12. Table 4.2.4. Cronbach's Alpha of UT
Reliability Statistics
Cronbach's
N of Items
Alpha
.897
4
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
UT1
14.38
25.519
.746
.878
UT2
14.26
25.497
.806
.855
UT3
14.29
26.244
.782
.864
UT4
14.12
26.857
.756
.873
. 13. Table 4.2.5. Cronbach's Alpha of HD
Reliability Statistics
Cronbach's
N of Items
Alpha
.913
6
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
HD1
24.25
60.786
.752
.898
HD2
24.36
59.395
.816
.889
HD3
24.29
60.609
.781
.894
HD4
24.21
61.049
.763
.897
HD5
24.24
60.072
.788
.893
HD6
24.36
62.911
.643
.914
. 14. Table 4.2.6. Cronbach's Alpha of UNC
Reliability Statistics
Cronbach's
N of Items
Alpha
.875
4
- 45 -
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
UNC1
14.42
21.517
.742
.836
UNC2
14.26
21.591
.741
.836
UNC3
14.25
22.253
.744
.835
UNC4
14.36
22.775
.700
.852
. 15. Table 4.2.7. Cronbach's Alpha of ASSET
Reliability Statistics
Cronbach's
N of Items
Alpha
.884
5
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
ASSET1
19.28
35.604
.740
.855
ASSET2
19.12
37.948
.757
.850
ASSET3
19.07
38.181
.750
.852
ASSET4
19.12
39.102
.706
.862
ASSET5
19.02
39.564
.656
.873
. 16. Table 4.2.7. Cronbach's Alpha of TIME
Reliability Statistics
Cronbach's
N of Items
Alpha
.932
7
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
TIME1
29.55
85.206
.765
.923
TIME2
29.65
86.787
.775
.921
TIME3
29.52
86.232
.802
.919
TIME4
29.55
88.123
.755
.923
- 46 -
TIME5
29.40
84.307
.810
.918
TIME6
29.45
87.493
.766
.922
TIME7
29.65
85.544
.790
.920
. 17. Table 4.2.8. Cronbach's Alpha of REL
Reliability Statistics
Cronbach's
N of Items
Alpha
.882
4
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
REL1
14.35
26.346
.664
.879
REL2
14.64
22.671
.785
.834
REL3
14.56
25.474
.776
.838
REL4
14.42
25.595
.764
.842
. 18. Table 4.2.9. Cronbach's Alpha of RESP
Reliability Statistics
Cronbach's
N of Items
Alpha
.851
3
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
RESP1
9.61
11.440
.694
.817
RESP2
9.71
10.735
.740
.773
RESP3
9.72
10.964
.729
.785
. 19. Table 4.2.10. Cronbach's Alpha of ASS
Reliability Statistics
Cronbach's
N of Items
Alpha
.870
3
- 47 -
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
ASS1
9.87
10.598
.760
.811
ASS2
9.71
10.679
.729
.838
ASS3
9.64
10.350
.767
.803
. 20. Table 4.2.11. Cronbach's Alpha of SAT
Reliability Statistics
Cronbach's
N of Items
Alpha
.916
5
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
SAT1
18.30
44.876
.733
.908
SAT2
18.41
45.255
.803
.893
SAT3
18.38
45.514
.805
.893
SAT4
18.46
45.786
.763
.901
SAT5
18.49
43.291
.821
.889
. 21. Table 4.2.12. Cronbach's Alpha of PREF
Reliability Statistics
Cronbach's
N of Items
Alpha
.894
4
Item-Total Statistics
Scale Mean if
Scale Variance
Corrected Item-
Cronbach's
Item Deleted
if Item Deleted
Total
Alpha if Item
Correlation
Deleted
PREF1
14.19
24.713
.731
.876
PREF2
14.25
23.255
.786
.856
PREF3
14.39
22.833
.818
.843
PREF4
14.35
24.333
.729
.877
- 48 -
From table 4.2.2 to 4.2.12 indicate that all scales have alpha coefficients
greater than 0.6. So keep all variables are satisfactory at this time. The final result of
Cronbach’s Alpha was presented from table 4.2.2 to 4.2.12 with all the corrected
item-total correlation higher than 0.3 and the Cronbach’s Alpha if item deleted lower
than the Cronbach’s Alpha. In conclusion, after reliability test, the measurement
scales only exclude Empathy factor because this factor does not qualified. Follow the
above result; all variables would be used for Exploratory Factor Analysis.
4.3. Exploratory factor analysis
Many scientific studies are featured by the fact that “numerous variables are
used to characterize objects” (Williams, Brown, & Onsman, 2012). Examples are
studies in which questionnaires are used that consist of a lot of questions (variables),
and studies in which mental ability is tested via several subtests, like verbal skills
tests, logical reasoning ability tests, etcetera (Bryman & Bell, 2007). Because of these
big numbers of variables that are into play, the study can become rather complicated.
Besides, it could well be that some of the variables measure different aspects of a
same underlying variable. For situations such as these, (exploratory) factor analysis
has been invented. Factor analysis attempts to bring intercorrelated variables together
under more general, underlying variables (Trọng & Ngọc, 2005). More specifically,
the goal of factor analysis is to reduce the dimensionality of the original space and to
give an interpretation to the new space, spanned by a reduced number of new
dimensions which are supposed to underlie the old ones (Blunch, 2012), or to explain
the variance in the observed variables in terms of underlying latent factors” (Hancock
& Mueller, 2006). Thus, factor analysis offers not only the possibility of gaining a
clear view of the data, but also the possibility of using the output in subsequent
analyses (Byrne, 2009).
- 49 -
In EFA, The Kaiser-Meyer-Olkin (KMO) and Barlett’s test are two of
important criteria. The aim of KMO measure of sampling adequacy is to test whether
the partial correlations among variables are small. Bartlett's test of sphericity tests
whether the correlation matrix is an identity matrix which demonstrating that the
factor model is inappropriate. In Bartlett's test, the null hypothesis Ho means that there
is no correlation between observed variables. Ho is rejected if significance level is
lower than 0.05, which means that correlations between variables are statistically
significant. Only if KMO is in range of 0.5 and 1, the factor analysis will be only
conducted. Therefore, the minimum level at which factor analysis can be conducted is
0.5 (Blunch, 2012; Byrne, 2009). In addition, the Barlett’s test of sphericity must
obtain the significant level which less than 0.05 (Trọng & Ngọc, 2005). In terms of
factor loading, the scales with factor loadings of 0.2 or greater are considered very
sufficient due to the sample size is 658 (Bryman & Bell, 2007; Trọng & Ngọc, 2005).
Therefore, in this study, only variables which have factor loadings greater than 0.2 are
retained. Moreover, according to Blunch (2012), total variance explained should be
greater than 50%.
In this thesis, all factors which qualified with reliability test will be given of
the use of factor analysis. This will be done by carrying out a factor analysis on data
from a study in the field of applied linguistics, using SPSS for Windows. For this to
be understandable, however, it is necessary to discuss the theory behind factor
analysis.
When EFA factor analysis, this study used the method to extract the main
components Principal Axis Factoring (PAF) with Promax rotation, and stops when the
factors extracted eigenvalues greater than 1. Research models include four EFA of
Experience value (EXP), Technology Acceptance Model (TAM); Transaction Cost
- 50 -
Analysis (TCA); Service Quality (SERVQUAL) each pair with Satisfaction and
Channel Preference due to the fact that this model have twelve independent variables
measure the results of work with a total of fifty seven observations and combine four
previous models. There are two basic requirements to factor analysis: sample size and
the strength of the relationship of the measures. The sample size of 658 is over the
300 recommended by Blunch (2012) and is sufficient. Blunch (2012) also caution that
a matrix that is factorable should include correlations in excess of .20 because the
sample size of 658 is huge. If none are found, reconsider use of factor analysis.
Common method variance (CMB) can be a potential source of bias in survey
research. One of the procedures used to test for evidence suggesting the presence, or
absence of common method bias in a data set is the Harman’s one-factor test
(Podsakoff, MacKenzie, Lee, & Podsakoff, 2003). A Harman's single factor test tests
to see if the majority of the variance can be explained by a single factor. To do this,
constrain the number of factors extracted in your EFA to be just one (rather than
extracting via eigenvalues). Then examine the unrotated solution. If a single factor is
obtained or if one factor accounts for a majority of the covariance in the independent
and criterion variables, then the threat of common method bias is high (Devraj et al.,
2002; Podsakoff et al., 2003; H.-E. Yang et al., 2009). However, factor analysis, done
by combining the independent and dependent variables, did not indicate a singlefactor structure that explained significant covariance, suggesting that common method
bias is not a cause for concern in our sample.
- 51 -
After three rounds of EFA, the factor analysis the following results:
4.3.1. EFA of Experience value (EXP) with Satisfaction and Channel
Preference
. 22. Table 4.3.1. EFA of EXP
KMO and Bartlett's Test
Kaiser-Meyer-Olkin Measure of Sampling Adequacy.
.966
Approx. Chi-Square
Bartlett's Test of Sphericity
8400.363
df
105
Sig.
.000
Pattern Matrix
a
Component
1
2
3
4
UT1
.979
UT2
.640
UT3
.536
UT4
.472
HD1
.523
HD2
.666
HD3
.835
HD4
.750
HD5
.893
.
SAT1
.314
SAT3
.839
SAT5
.880
.
PREF2
.283
PREF3
.295
PREF4
.640
Extraction Method: Principal Component Analysis.
Rotation Method: Promax with Kaiser Normalization.
a. Rotation converged in 12 iterations.
4.3.2. EFA of Technology Acceptance Model (TAM) with Satisfaction and
Channel Preference.
. 23. Table 4.3.2. EFA of TAM
KMO and Bartlett's Test
Kaiser-Meyer-Olkin Measure of Sampling Adequacy.
.953
- 52 -
Approx. Chi-Square
Bartlett's Test of Sphericity
6331.006
df
66
Sig.
.000
Pattern Matrix
a
Component
1
2
3
4
EQU1
.953
EQU2
.408
EQU4
.227
USE1
.539
USE2
.644
USE3
.953
.
SAT1
.875
SAT3
.786
SAT5
.528
PREF2
.756
PREF3
.846
PREF4
.806
Extraction Method: Principal Component Analysis.
Rotation Method: Promax with Kaiser Normalization.
a. Rotation converged in 6 iterations.
4.3.3. EFA of Transaction Cost Analysis (TCA) with Satisfaction and
Channel Preference
. 24. Table 4.3.3. EFA of TCA
KMO and Bartlett's Test
Kaiser-Meyer-Olkin Measure of Sampling Adequacy.
.969
Approx. Chi-Square
Bartlett's Test of Sphericity
11112.664
df
190
Sig.
.000
Pattern Matrix
a
Component
1
2
3
4
5
6
EQU1
.857
EQU2
.578
EQU4
.330
SAT1
.760
- 53 -
SAT3
.805
SAT5
.882
PREF2
.659
PREF3
.621
PREF4
.740
UNC1
.374
UNC3
.901
UNC4
.784
ASSET3
.533
ASSET4
.237
ASSET5
.705
TIME1
.762
TIME2
.582
TIME3
.794
TIME5
.880
TIME7
.745
Extraction Method: Principal Component Analysis.
Rotation Method: Promax with Kaiser Normalization.
a. Rotation converged in 7 iterations.
4.3.4. EFA of Service Quality (SERVQUAL) with Satisfaction and
Channel Preference
. 25. Table 4.3.4. EFA of SERVQUAL
KMO and Bartlett's Test
Kaiser-Meyer-Olkin Measure of Sampling Adequacy.
.967
Approx. Chi-Square
Bartlett's Test of Sphericity
8311.833
df
105
Sig.
.000
Pattern Matrix
a
Component
1
2
3
4
5
SAT1
.913
SAT3
.870
SAT5
.584
PREF2
.731
PREF3
.724
PREF4
.969
REL2
.685
REL3
.847
REL4
.922
RESP1
.537
- 54 -
RESP2
.711
RESP3
1.036
ASS1
.409
ASS2
.672
ASS3
.635
Extraction Method: Principal Component Analysis.
Rotation Method: Promax with Kaiser Normalization.
a. Rotation converged in 7 iterations.
According to table 4.3.1 to table 4.3.4, there are some observations that are
dropped because does not meet the criteria: KMO is in range of 0.5 and 1; the
Barlett’s test of sphericity must obtain the significant level which less than 0.05;
factor loading > 0.2 and if "cross-loadings" do exist (variable loads on multiple
factors), then the cross-loadings should differ by more than 0.2 (Blunch, 2012; Byrne,
2009). To sum up, 35 variables or items were retained in the final measurement after
conducting EFA. It was shown below:
. 26. Table 4.3.4. The retained measurement scales
Item
Coded
Description of statement
References
EQU1
My objective for using online game
(Hsu & Lu, 2004;
firm website is clear and
Moon & Kim,
understandable.
2001; Porter &
Using online game firm website does
Donthu, 2006)
Perceived
EQU2
ease of use
not require a lot of mental effort.
EQU4
Online game firm website is easy to
use.
USE1
Perceive
usefulness
USE2
I feel using online game firm website
(Devraj et al.,
gives me greater control over my
2002; Hsu & Lu,
game account.
2004; Moon &
Using online game firm website
Kim, 2001;
improves the quality of decision
Porter & Donthu,
making.
2006; X. Yang,
- 55 -
USE3
Using online game firm website is a
2013)
more effective way to make purchases
online game.
UT1
UT 2
Utilitarian
UT 3
value
UT 4
Playing online game does not require
(Babin et al.,
a lot of mental effort.
1994; Batra &
It is easy for me to become skillful at
Ahtola, 1991;
playing on-line game.
Hirschman &
Learning to play an on-line game is
Holbrook, 1982;
easy for me.
Irani & Hanzaee,
It enables me to satisfy the purpose of
2011; Kempf,
playing game easier.
1999; O’Brien,
2010; Zillmann et
al., 1974)
HD1
HD2
Hedonic
value
HD3
HD4
HD5
Compared to other things I could have
(Babin et al.,
done, the playing experience at online
1994; Batra &
game was truly a joy and comfort.
Ahtola, 1991;
Playing online game stimulated my
Hirschman &
fantasy ability.
Holbrook, 1982;
Online gameplay (game content and
Irani & Hanzaee,
tasks) let me felt a sense of adventure.
2011; Kempf,
I liked the enjoy socializing with 1999; O’Brien,
others when I play online game.
2010; Zillmann et
I enjoyed being immersed in exciting
al., 1974)
new online game.
- 56 -
UNC1
It was easy for me to get relevant
(E.
Anderson,
quantitative information (price, taxes
2008; Berkowitz
etc.)
et al., 1988; Li &
李仲文, 2008; P.
UNC3
The
online
game
firm
website K.
Rao,
2003;
provided adequate information such as Rindfleisch
&
Uncertainty
the product image, description, price, Heide,
1997;
and feedback from other customers, in Williamson,
UNC4
an easy-to-read format.
1987; H.-E. Yang
The online game firm website
et al., 2009)
provides sufficient information for the
game.
I was satisfied with the number of
(E. Anderson,
websites where I could download and
2008; Berkowitz
play online game.
et al., 1988; Li &
Online game firms give me a wider
李仲文, 2008; P.
Asset
choice of different website compared
K. Rao, 2003;
Specificity
to conventional game store.
Rindfleisch &
Online game firm website offer me a
Heide, 1997;
wider range of product choices
Williamson,
compared to shopping at conventional
1987; H.-E. Yang
game stores.
et al., 2009)
Online game firm website helps me
(E. Anderson,
accomplish tasks more quickly.
2008; Berkowitz
I did not have to spend too much time
et al., 1988; P. K.
ASSET3
ASSET4
ASSET5
TIME1
Time
TIME2
- 57 -
TIME3
TIME5
TIME7
to complete the transaction.
Rao, 2003;
I did not have to spend too much
Rindfleisch &
effort to complete the transaction.
Heide, 1997;
I can save time for purchase of game
Williamson,
online service via the online game
1987; H.-E. Yang
company website.
et al., 2009)
Purchasing online game via the online
game company seems to be difficult.
REL2
I believe that what I ask for is what I
(Bhattacherjee,
get in playing online game.
2001; Brown et
al., 1993; Chen et
REL3
Reliability
REL4
I think that the online game service I
al., 2009; Cottet
purchased from performs the service
et al., 2006;
right.
Meuter et al.,
I trust the online game company to
2000; Nair et al.,
deliver the product on time.
2010; Seo & Lee,
2008)
I believe the online game company is
(Chen et al.,
responsive to my needs.
2009; K. Lee &
Responsive- RESP2
In the case of any problem, I think the
Joshi, 2007; Nair
ness
online game firm will give me prompt
et al., 2010;
service.
Parasuraman et
The customer service team at the
al., 1988; Wu et
RESP1
RESP3
- 58 -
online game firm will address any
al., 2011;
concerns that I have.
Yoshida &
James, 2010)
ASS1
ASS2
Assurance
I felt confident about the online game
(Brown et al.,
purchase decision.
1993; Chen et al.,
I feel safe in my transactions with the
2009; K. Lee &
online game firm website.
Joshi, 2007;
Meuter et al.,
ASS3
SAT1
The online game firm had answers to
2000; Yoshida &
all my questions about the product.
James, 2010)
The gameplay (game content and
(R. E. Anderson
tasks) met my needs.
& Srinivasan,
2003; Chen et al.,
SAT3
It was possible for me to download
2009; Devraj et
online game that I choose easily.
al., 2002; E.-J.
Overall, I was satisfied with the online
Lee et al., 2004;
game experience.
Shankar et al.,
SATISFAC
SAT5
-TION
2003; Shieh &
Cheng, 2007;
Sureshchandar et
al., 2002)
PREF2
PREFERN-
I strongly recommend online game to
(E.-J. Lee et al.,
others.
2004; K. Lee &
Joshi, 2007;
CE
PREF3
I do not intend to switch to play other
Meuter et al.,
- 59 -
PREF4
video games.
2000; Moutinho
I intend to increase my use of online
& Goode, 1995;
game in the future
Ndamnsa, 2013;
Wu et al., 2011;
H.-e. Yang &
Tsai, 2007; H.-E.
Yang et al.,
2009)
4.4. Confirmatory factor analysis
Confirmatory Factor Analysis (CFA) is the next step after EFA in order to
determine the factor structure of the dataset. In the CFA, the factor structure which
was extracted in the EFA is confirmed. Specifically, it is used to test whether the
consistence between measures of a construct and a researcher's understanding of the
nature of that construct (or factor) happens. Clearly, the aim of confirmatory factor
analysis is to test whether the data fits the hypothesized measurement model.
In a CFA model with multiple factors, the variance/covariance structure of the
factors may be further analyzed by introducing second-order factors into the model if
(1) the first-order factors are substantially correlated with each other, and (2) the
second-order factors may be hypothesized to account for the variation among the firstorder factors (Wang & Wang, 2012).
The table below shows Goodness-of-fit indices and criteria for convergent,
discriminant validity and unidimensionity based on many references:
. 27. Table 4.4.1: Criteria for measurement model
Indices
Chi-square/df (CMIN/DF) < 5
Meanings
Model fits with
References
(Blunch, 2012; Byrne,
- 60 -
when sample size >200
survey data
2009)
All standardized
Model meets
(Bielby & Hauser, 1977;
regression weights are
requirement of
Blunch, 2012; Bollen,
greater than 0.5
convergent validity
1998; Byrne, 2009;
Chi-square/df < 3 when sample
size 0.9
CFI (Comparative fit index) >
0.9
RMSEA (Root Mean Squared
Error of Approximation) < 0.08
All unstandardized
Hancock & Mueller, 2006;
regression weights have
Ullman & Bentler, 2001)
statistical significance
(P-value 0.7
Average variance
extracted (AVE) >0.5
CR > AVE
All goodness-of-fit indices are
Model meets
(Bielby & Hauser, 1977;
met
requirement of
Blunch, 2012; Bollen,
unidimensionality
1998; Byrne, 2009)
Model meets
(Hancock & Mueller,
requirement of
2006; Ullman & Bentler,
discriminant validity
2001)
Maximum Shared
Squared
Variance(MSV) < AVE
Average Shared
Squared Variance
(ASV) < AVE
- 61 -
The CFA model to be tested in the present application hypothesizes a priori
that (a) responses to the “satisfaction” which is a second-order factor can be explained
by eight first-order factors (Perceived ease of use, Perceive usefulness, Utilitarian
value, Hedonic value, Time, Reliability, Responsiveness and Assurance) and one
third-order factor (Preference); (b) each item has a nonzero loading on the first-order
factor it was designed to measure, and zero loadings on the other two first-order
factors; (c) error terms associated with each item are uncorrelated; and (d) covariation
among the three first-order factors is explained fully by their regression on the second
order factor. A diagrammatic representation of this model is presented in Figure 3
Figure 3. Second-order CFA
Byrne (2009) noted that, given the same number of estimable parameters, fit
statistics related to a model parameterized either as a first-order structure or as a
second-order structure will basically be equivalent. The difference between the two
- 62 -
specifications is that the second-order model is a special case of the first-order model,
with the added restriction that structure be imposed on the correlational pattern among
the first-order factors (Bielby & Hauser, 1977; Blunch, 2012; Byrne, 2009). However,
judgment as to whether or not a measuring instrument should be modeled as a firstorder or as a second-order structure ultimately rests on substantive meaningfulness as
dictated by the underlying theory. Hence, this thesis will apply second-order factors in
confirmatory factor analysis. Then second-order CFA was performed and results were
shown in table below:
. 28. Table 4.4.2 Goodness-of-fit indices of measurement model
CMIN
Model
NPAR
P CMIN/DF
CMIN DF
Default model
99
3451.526 847 .000
4.075
Saturated model
946
.000
0
Independence model
43 28066.064 903 .000
31.081
RMR, GFI
Model
RMR
GFI AGFI PGFI
Default model
.107
.776
.716
.799
Saturated model
.000 1.000
Independence model 2.027
.061
.016
.058
Baseline Comparisons
NFI RFI
IFI TLI
Model
CFI
Delta1 rho1 Delta2 rho2
Default model
.877 .869
.904 .898
.904
Saturated model
1.000
1.000
1.000
Independence model
.000 .000
.000 .000
.000
RMSEA
Model
RMSEA LO 90 HI 90 PCLOSE
Default model
.066
.071
.000
.068
Independence model
.214
.212
.216
.000
Based on table 4.4.2, almost goodness-of-fit indices of measurement model
were fairly good: CMIN= 3451.526; CMIN/df= 4.075 (< 5); CFI= 0.904 (>0.9); and
RMSEA= 0.68 ([...]... surveying some online game players in Ho Chi Minh City (Vietnam), this study found that four antecedents could have significant and positive effects on online game service satisfaction and which, in turn, significantly affect online preference Especially, service quality has the relatively higher total positive effects on both online game satisfaction and preference Meanwhile, online game satisfaction. .. this study is to understand an online game service model This model contains several dimensions including experiential value (H.-E Yang et al., 2009), the Technology Acceptance Model (TAM) (Davis, 1989), Transaction Cost Analysis (Williamson, 1987) and Service Quality (Parasuraman, Zeithaml, & Berry, 1988), the four antecedents of online game service satisfaction and preference and test the associations... & Wang, 2009) With online gaming being a billion dollar industry and game companies making revenue from subscription charges (Adams, 2010), the presence of gamer satisfaction and preference issues is becoming more evident 1.1 A brief description of the research topic This thesis argue that there will have some factors affecting online game service satisfaction and preference The purpose of this study. .. determinant of satisfaction in TCA The study tries to find empirical support for the assurance dimension of SERVQUAL as determinant in online game satisfaction Further, the study also verified the general support for consumer satisfaction as a determinant of channel preference Because to keep competitiveness of online game industry is hard to hard, this study has ambition that its model can provide online. .. effects of these antecedents on online preference The findings imply that how to manage online game service quality better, provide more -1- acceptable transaction cost, and offer more experiential value are the key ways for effectively enhancing players’ satisfaction with the online game service in order to retain their preference to the online game service system 1.2 Background The Online Games Market... discusses and due to the importance of experiential value of the game service, this thesis combines the constructs for experiential values with TAM, TCA and SERVQUAL in order to assess online game service more precisely and completely 3.1.2 Backgrounds of online game satisfaction Previous studies considered that overall satisfaction is primarily a function of perceived service quality (R E Anderson... provide online game corporate to select and adopt the key point what the online game corporate should choose and how to affect the key factors of online game service satisfaction and online preference in online game industry 1.4 Research questions The literatures revealed that the immediate factor affecting consumers to retain preference to the providers is customer satisfaction (Devraj, Fan, & Kohli,... B2C channel satisfaction model or online shopping satisfaction model, satisfaction is considered as an important construct because it affects participants’ -3- motivation to stay with the channel and regarded as an antecedent of repurchase (Heilman, Bowman, & Wright, 2000) But what are the key factors that can make them satisfied with the products and services, which, in turn, enhance their preference, ... model analyses indicate that metrics tested through each model provide a statistically significant explanation of the variation in the online gamers' satisfaction and channel preference There are several studies found that TAM components—perceived ease of use and usefulness—are important in forming consumer attitudes and satisfaction with the online game Ease of use also was found to be a significant... perceived service quality of websites, (H.-E Yang et al., 2009) refined and validated the current SERVQUAL and IS-SERVQUAL instruments and the results indicated that the tangibility dimension is less relevant to the e-commerce service quality and completely excluded from the model This thesis follows the conclusion and use four dimensions: reliability, responsiveness, empathy, and assurance of online channel .. .ONLINE GAME SERVICE SATISFACTION AND PREFERENCE: AN EMPIRICAL STUDY OF VIETNAMESE ONLINE GAMING INDUSTRY In Partial Fulfillment of the Requirements of the Degree of MASTER OF BUSINESS... EFA of Transaction Cost Analysis (TCA) with Satisfaction and Channel Preference 53 4.3.4 EFA of Service Quality (SERVQUAL) with Satisfaction and Channel Preference 54 4.4 Confirmatory factor analysis... behavior, online game design issues, and drivers of consumer satisfaction with and preference for the online game Customer satisfaction can be evaluated through an assessment of the quality of efficiency,
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