A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players
There are diverse segmentations of online players in the literature. Most of them are proposed a priori, and there are no segmentations based on the acceptance of technology and the personal values of the players. The foremost purpose of this study is to obtain a posteriori segmentation of online vi...
| Authors: | , , |
|---|---|
| Format: | article |
| Status: | Versión aceptada para publicación |
| Publication Date: | 2020 |
| Country: | España |
| Institution: | Universidad de Sevilla (US) |
| Repository: | idUS. Depósito de Investigación de la Universidad de Sevilla |
| OAI Identifier: | oai:idus.us.es:11441/180437 |
| Online Access: | https://hdl.handle.net/11441/180437 https://doi.org/10.1177/1555412018766786 |
| Access Level: | Open access |
| Keyword: | Online video games PLS-POS UTAUT model Personal value |
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A Posteriori Segmentation of Personal Profiles of Online Video Games’ PlayersRamírez Correa, Patricio E.Rondán Cataluña, Francisco JavierArenas Gaitán, JorgeOnline video gamesPLS-POSUTAUT modelPersonal valueThere are diverse segmentations of online players in the literature. Most of them are proposed a priori, and there are no segmentations based on the acceptance of technology and the personal values of the players. The foremost purpose of this study is to obtain a posteriori segmentation of online video games’ players, founded on unified theory of acceptance and use of technology model, and to describe the subsequent segments consistent with the personal values of Schwartz. The measurement model and the structural model were analyzed with partial least squares (PLS). Subsequently, the PLS-prediction-oriented segmentation technique has been devoted to inspecting unobserved heterogeneity and to find players’ segments. Four segments are obtained from the statistical analysis, and data analysis shown that in each of the segments, the explained variance of both use and behavioral intention (which are the endogenous variables of the model) is significantly improved by comparing the results of the global sample.SageAdministración de Empresas y Marketing2020info:eu-repo/semantics/articleinfo:eu-repo/semantics/acceptedVersionapplication/pdfapplication/pdfhttps://hdl.handle.net/11441/180437https://doi.org/10.1177/1555412018766786reponame:idUS. Depósito de Investigación de la Universidad de Sevillainstname:Universidad de Sevilla (US)InglésGames and Culture, 15 (3), 227-247.https://doi.org/10.1177/1555412018766786info:eu-repo/semantics/openAccessoai:idus.us.es:11441/1804372026-06-17T12:51:07Z |
| dc.title.none.fl_str_mv |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| title |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| spellingShingle |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players Ramírez Correa, Patricio E. Online video games PLS-POS UTAUT model Personal value |
| title_short |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| title_full |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| title_fullStr |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| title_full_unstemmed |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| title_sort |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players |
| dc.creator.none.fl_str_mv |
Ramírez Correa, Patricio E. Rondán Cataluña, Francisco Javier Arenas Gaitán, Jorge |
| author |
Ramírez Correa, Patricio E. |
| author_facet |
Ramírez Correa, Patricio E. Rondán Cataluña, Francisco Javier Arenas Gaitán, Jorge |
| author_role |
author |
| author2 |
Rondán Cataluña, Francisco Javier Arenas Gaitán, Jorge |
| author2_role |
author author |
| dc.contributor.none.fl_str_mv |
Administración de Empresas y Marketing |
| dc.subject.none.fl_str_mv |
Online video games PLS-POS UTAUT model Personal value |
| topic |
Online video games PLS-POS UTAUT model Personal value |
| description |
There are diverse segmentations of online players in the literature. Most of them are proposed a priori, and there are no segmentations based on the acceptance of technology and the personal values of the players. The foremost purpose of this study is to obtain a posteriori segmentation of online video games’ players, founded on unified theory of acceptance and use of technology model, and to describe the subsequent segments consistent with the personal values of Schwartz. The measurement model and the structural model were analyzed with partial least squares (PLS). Subsequently, the PLS-prediction-oriented segmentation technique has been devoted to inspecting unobserved heterogeneity and to find players’ segments. Four segments are obtained from the statistical analysis, and data analysis shown that in each of the segments, the explained variance of both use and behavioral intention (which are the endogenous variables of the model) is significantly improved by comparing the results of the global sample. |
| publishDate |
2020 |
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2020 |
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info:eu-repo/semantics/article info:eu-repo/semantics/acceptedVersion |
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article |
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acceptedVersion |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/11441/180437 https://doi.org/10.1177/1555412018766786 |
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https://hdl.handle.net/11441/180437 https://doi.org/10.1177/1555412018766786 |
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Inglés |
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Inglés |
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Games and Culture, 15 (3), 227-247. https://doi.org/10.1177/1555412018766786 |
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info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf application/pdf |
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Sage |
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Sage |
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reponame:idUS. Depósito de Investigación de la Universidad de Sevilla instname:Universidad de Sevilla (US) |
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Universidad de Sevilla (US) |
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idUS. Depósito de Investigación de la Universidad de Sevilla |
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idUS. Depósito de Investigación de la Universidad de Sevilla |
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