Online games have gradually become a form of entertainment and a pastime for many people. In recent years, the growth rate of China’s online game industry has slowed, game users have entered the storage area, and the game industry has entered a stable development stage. More and more game enterprises need to rely on multiple parties to participate in value co-creation to integrate and build game brand value and gain advantages in the industry competition. Based on Perceived Value theory and Value Co-creation theory, this paper constructs a theoretical model of online game users’ Value Co-creation Behavior, analyzes the mediating role of Brand Relationship Quality between Perceived Value and Value Co-creation Behavior, and the moderating role of Game Literacy. The study found that Self Fulfillment and Social-emotional Development had significant effects on Autonomous Value Co-creation Behavior and Sponsored Value Co-creation Behavior. In contrast, Character Experience and Recreational Release significantly affected Autonomous Value Co-creation Behavior and Sponsored Value Co-creation Behavior. Brand Relationship Quality mediates between Perceived Value and Value Co-creation Behavior; Game Literacy mediates between Perceived Value and Value Co-creation Behavior. The moderating effect of Game Literacy in the relationship between Perceived Value and Value Co-creation Behavior is not significant. The above study results have important reference significance for the development of online games.
CITATION STYLE
Xu, H. (2023). The Influence of Perceived Value of Online Game Users on their Participation in Value Co-creation Behavior. SHS Web of Conferences, 159, 02009. https://doi.org/10.1051/shsconf/202315902009
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