Exploring the antecedents and consequences of personalizing sport video game experiences.
Kwak, Dae Hee ; Clavio, Galen E. ; Eagleman, Andrea N. 等
Introduction
In a virtual world, people can create their own personalized
characters and compete with Tiger Woods or play one-on-one with LeBron
James. The development of innovative game technologies has brought
unprecedented opportunities for video game players to customize their
gaming experiences. For instance, sport video game (SVG) players can
create their own players, teams, and leagues to compete with other
players in other parts of their city, region, or country through an
online connection. As such, leading video game brands (e.g., Electronic
Arts) continue to develop newer versions of games, allowing fans to
further customize their team building and management (Alexander, 2009).
Such personalization gives individual gamers the opportunity to
manipulate and optimize game playing levels that gratify their varying
needs (e.g., fun, excitement).
According to Oulasvirta and Blom (2007), personalization features
can align the psychological resources with the user's action and
therefore increase performance and enjoyment of use. From a marketing
standpoint, personalization is often utilized to create profit for the
producer and increased value for the consumer (Montgomery & Smith,
2009). In the consumer behavior literature, empirical studies have found
that personalized information and promotions facilitate more positive
attitudes (Kalyanaraman & Sundar, 2006) and loyalty (Zhang &
Wedel, 2009) toward the product/service. In this regard, it would be
important for SVG marketers to understand the role of personalization on
various attitudinal and behavioral consequences. For instance, would
utilizing personalization options enhance the user's levels of
enjoyment and repurchase intentions? Would users who create their own
characters and teams spend more time playing these games? To date,
however, little empirical research has examined whether personalization
can enhance levels of enjoyment and consumption levels in the SVG
context. Specifically, no studies were found dealing with the
personalization effects on user experience. Using the hedonic consumption paradigm (Hirschman & Holbrook, 1982; Holbrook &
Hirschman, 1982) as a theoretical framework, the current contribution
aims to extend insight into the managerial implications of
personalization in the SVG context. In particular, the present study
examines the roles of past experience and perceived gaming skill on
personalization intentions and attitudinal and behavioral consequences
of utilizing personalization options. In order to control for potential
confounds, actual SVG game users of a specific game, "FIFA 06
Live," were recruited for the study.
Backgrounds
SVG Experience
Video games are a multibillion dollar industry, generating more
revenue than the film industry (Wolf, 2006). According to the
Entertainment Software Association (2008), from 1996 to 2006 computer
and video game sales in the United States grew from $2.6 billion to $7.4
billion. SVGs ranked second in total number of units sold in 2006,
accounting for 17% of total industry sales (Entertainment Software
Association, 2008).
To date, however, only a handful of studies have investigated
SVG-related behavior (Kim & Ross, 2006; Kim, Walsh, & Ross,
2008). For example, Kim and Ross (2006) developed a scale to identify
motivating factors of SVG players. The authors conducted focus groups to
list primary motives and seven factors emerged from a main study. The
seven prevailing motivations included: identification with sport,
entertainment, fantasy, knowledge applications, social interaction,
competition, and diversion (Kim & Ross, 2006). In a later work, Kim
et al. (2008) examined the consumptive behaviors and psychology of SVG
consumers. They found that the majority of avid gamers were heavy sport
consumers who engaged in more sport consumptive behavior (e.g., watching
sports on TV, reading sports paper, playing sports, and visiting sport
news websites) than light gamers. These findings indicate that those
playing SVGs are ardent fans of sport. Although there have been some
efforts to better understand SVG phenomena, from a consumer behavior
perspective, little is known about the implications of personalization
in the SVG context. The current study extends the existing SVG research
by employing the hedonic consumption paradigm (Hirschman & Hobrook,
1982).
Following Hirschman and Holbrook's (1982) conceptualization,
playing an SVG is a form of hedonic consumption behavior that involves
dimensions such as feelings, fantasies, and fun (cf. Brakus, Schmitt,
& Zarantonello, 2009). According to Brakus et al. (2009),
consumers' experience with a brand varies depending on the type of
product/service. According to the hedonic consumption paradigm, people
are primarily motivated to maximize their pleasure and positive
emotional state when using the product/service. Likewise, playing SVGs
should differ from utilitarian consumption behavior, which involves
consumer decision-making based on the functional qualities of the
product/service. Rather, people enjoy playing video games for the sake
of experience itself, which elicits fun, enjoyment, and fantasies
(Holbrook, Chestnut, Olivia, & Greenleaf, 1984). Within the hedonic
framework, the dynamic interaction between product/service and consumer
is important (Hirschman & Holbrook, 1982). For example, the reaction
of a video game player has complex reciprocal effects on both
performance and the level of enjoyment.
In addition, attaining skill and mastery of such products is an
essential part of the SVG experience (Kwak, McDaniel, & Kim, 2009;
Murray & Bellman, 2007). Like other leisure activities (e.g.,
participant sport), playing video games often involves a learning
component that facilitates consumption (Murray & Bellman, 2007;
Sherry, 2004). Empirical findings have supported that consumer expertise
or skill is an important factor in continuing consumption when the
context involves mastering an activity (e.g., video gaming or sport
participation) (Holbrook et al., 1984; Kwak et al., 2009; Matzler,
Fuller, & Faullant, 2007; Murray & Bellman, 2007). In one of the
earliest studies on video game players, Holbrook et al. (1984) found
that a skill-relevant factor (e.g., video game performance) was a key
determinant in a consumer's emotional response (i.e., pleasure) to
their consumption experience. Consequently, we conceptualize that
playing an SVG is a form of hedonic consumption behavior that involves a
learning component (Kwak et al., 2009).
Personalization in SVG
Personalization features are implemented in almost all aspects of
products and services, including cars, houses, licensed merchandise,
fitness services, mobile services, online portals and so forth.
Apparently, video games are no exception to the growing personalization
features implemented in consumer products and services. From a marketing
standpoint, personalization is closely related to the idea of
interactive marketing (Montgomery & Smith, 2009).
Entertainment researchers have explored the way people enjoy
various forms of media (Sherry, 2004; Zillmann, 2006). According to
Klimmt, Hefner, and Vorderer (2009), video games have dominated
today's landscape of entertainment media with the most important
attribute--interactivity. Utilizing such inter active attributes of
video games, video game players often engage in personalized experiences
that affect game enjoyment. For instance, video game users
"become" a character rather than merely observing a character
(Klimmt et al., 2009). As such, playing a video game is different from
other traditional media behaviors (e.g., watching TV) and blurs the
boundary between a character and audience.
In the case of an SVG (e.g., soccer game), the perceived character
immersion would become even more salient by using a personalization
option. For instance, an individual can experience being a general
manager of his or her favorite team and customize players, teams, or
leagues the way he or she wishes. In fact, many current SVG titles offer
such personalization options for users to become a virtual general
manager of a specific team. In this way, users should make various
managerial decisions related to the team including roster management,
player recruitment, team budgeting, sponsorship contracts, facility
renovations, and so forth. Therefore, personalization in SVGs involves
the immersive experience of being a general manager.
Prior research in management has attempted to define and
conceptualize personalization (see Montgomery & Smith, 2009, for a
review). Although there lacks a unified framework for personalization
and customization due to the variety of different interactive marketing
strategies and platforms (Vesanen, 2007), the fundamental goal is to
create value for both producer and for the consumer. Given the primary
purpose of playing SVGs is for affective outcomes (e.g., fun, pleasure)
we conceptualize personalization as a way of enhancing the gaming
experience. Consequently, we define personalization as customizing some
feature of a SVG so that the user experiences more fun, enjoyment, and
positive emotions (cf. Peppers & Rogers, 1997). Therefore, based on
the relevant literature, we expect that SVG users who like to
personalize their gaming experience will report more enjoyment and
repurchase intentions, and will subsequently spend more time playing
SVG.
Research Hypotheses
Two main research questions guided this study: (1) what are the
antecedents of personalization intention? and (2) what are the
attitudinal and behavioral consequences of using personalization
features? As discussed earlier, we propose that personalization provides
a unique opportunity for SVG users to enhance their hedonic experience.
In this study, we empirically examine the factors that influence
one's personalization intentions as well as the marketing
implications of such personalization.
Antecedents of personalization intention. In reviewing the
antecedents of personalization, skill-relevant factors such as past
experience and familiarity have been identified as significant variables
(Coupey, Irwin, & Payne 1998; Crow & Shanteau, 2005). That is,
consumers who have experienced the product/service more frequently and
have prior knowledge or skill are more likely to utilize personalization
features. This supports the notion that personal factors (e.g., prior
knowledge, experience) are closely associated with one's decision
and choice (Brucks, 1985; Coupey et al., 1998). When an individual is
familiar with the task and has acquired some task-relevant skills, the
individual is more likely to adopt personalization features.
This concept of skill familiarity is important to consider in light
of sport video games, particularly in relation to the modes of play
offered to the user. The vast majority of consumer sport video games
offer two basic modes of play: "exhibition" mode and
"career" mode. Exhibition mode allows users to jump right into
gameplay, and the action and results from that game exist only within
that small window of time; that is, the results are impermanent within
the game's framework. Career mode, on the other hand, offers users
an environment of permanence, where their team's outcomes,
injuries, and statistics impact the virtual reality of the game's
world. As an example, in the most recent edition of EA's FIFA
series, the user can choose to play an exhibition game between the
English club teams of West Ham and Chelsea. Once the game is finished,
the results and statistics from that contest are lost forever. However,
if the user decides instead to start a career mode game in the Premier
League, the results of the user's match between West Ham and
Chelsea will be recorded within the mechanics of the game, and will
affect items such as statistics, league table, and other items, for the
specific user.
Additional elements have been added to some games in recent years
which help to extend the two basic modes of exhibition and career. One
such feature allows for users to create a player, then play entire games
and/or seasons as that player. Using the aforementioned FIFA series, a
player could create a midfielder, and alter nearly everything about that
player, from their physical appearance to their on-field skill set. The
user can then take that player and play a career as a footballer,
occupying whatever role they see fit to occupy. In career mode, this
player will gradually progress both physically and mentally as they
receive more playing time. Some games, such as EA's NHL series,
even allow the user to take their created player online to play in
career mode games with and against other users. While a user could
ostensibly utilize exhibition mode for a created player, it is unlikely
they would; part of the allure of using a created player is watching
them develop skills and accrue statistics throughout a career.
Csikszentmihalyi's (1997) flow theory also provides a
theoretical framework to explain the importance of skill dimension in
one's engagement of media usage. The theory postulates that a
balance between an individual's skill and the difficulty of the
task is important for flow experience. Therefore, perceived skill would
be closely related to one's intent to personalize the gaming
experience. Consequently, it is hypothesized that past experience and
perceived gaming skill will be positively related to personalization
intention.
H1: Past experience will have a positive effect on personalization
intention.
H2: Perceived gaming skill will have a positive impact on
personalization intention.
Personalization effects. As previously noted, the goal of
personalization is to create and increase the customer value. For
functional products/services, customizing features would provide the
customer with more convenience, lower cost, or some other benefit
(Peppers & Rogers, 1997). In contrast, for hedonic products (e.g.,
SVG), personalization would be employed to better match customer needs
to enhance consumer enjoyment, pleasure, and loyalty. Therefore, we
propose that personalization features could function as a customer
lock-in so that the users who utilize personalization features would
report higher levels of engagement with the product than users who do
not use personalization features. The following hypotheses were
developed to examine the personalization effect on enjoyment, repurchase
intention, and behavioral loyalty.
H3: Personalization feature users will report higher levels of
enjoyment than users who do not use personalization features.
H4: Personalization feature users will report higher levels of
repurchase intention than users who do not use personalization features.
H5: Personalization feature users will report more playing time
than users who do not use personalization features.
Method
Sample and Procedure
A convenience sample (N = 459) of FIFA soccer video game (FIFA Live
06) users were recruited both online (56%) and offline (44%) from a
metropolitan area in Korea. The FIFA soccer video game was chosen for
this study because it is one of the top sellers of the Electronic Arts
(EA) brand, one of the leading video gaming brands in the world (Fisher,
2007). The Korean sample was chosen for this study for two reasons.
First, several industry reports have suggested that avid young Korean
gamers represent the ideal global test market for game companies to try
out new game concepts and titles (e.g., Cain, 2010; Moon, 2007). Nearly
90% of the 15.9 million Korean households have broadband Internet
access, and tech-savvy Korean populations have become an attractive
target market for video game companies (Moon, 2007). Second, some Korean
gaming software companies (e.g., Neowiz, NCSoft) have become global
leaders in the video gaming industry. For example, EA collaborated with
Korean gaming companies to develop an online version of the FIFA Soccer
game, which became an instant hit (Moon, 2007). Therefore, we believe
the Korean sample represents a major market for SVGs, and findings from
this study should provide meaningful implications for game developers
and practitioners.
The actual users of the game were screened to control for potential
confounding effects from other types of soccer video games. Overall, 97%
of the respondents were males, ranging in age from 15 to 33, with a mean
age of 20.16 years old. Online respondents (N = 256) were recruited from
an online video gaming forum in Korea. A banner advertisement with a
direct link to the online survey was placed on the main web page. When
members of the forum clicked the banner, they were asked if they had
previously played the FIFA soccer game. Only those respondents who had
played the game before were instructed to proceed with the survey. In an
effort to get a broader sampling of users, offline participants (N =
203) were also recruited from a large national university in Korea.
Consistent with the online recruitment procedures, the students were
first asked if they had previously played the FIFA soccer game. Only
those respondents with prior experience with the FIFA soccer game were
given the survey booklet to participate in the study. Overall, online
and offline respondents were similar in terms of education, gender, and
past experience.
Measures
The measures underwent an additional review and were translated
into Korean. A panel of two scholars and one graduate student in a sport
management program then examined the items for content validity. The
resulting questionnaire consisted of six main variables: past
experience, perceived skill, personalization intention, enjoyment,
repurchase intention, and playing time.
Past experience. In order to assess respondents' past
experience with the game, respondents were asked if they had played the
previous versions of the FIFA soccer game (FIFA Live 04, FIFA Live 05,
FIFA Live 06, and FIFA Manager) on a yes/no dichotomous item (no = 0,
yes = 1). The answers from four items were then added to create a
composite past experience score (ranging from 1 to 4).
Perceived gaming skill. The perceived gaming skill measure gauged
respondents' perception of their skill level playing the FIFA
soccer game. A four-item perceived skill scale was adapted from Pavlou
and Fygenson's (2006) study on e-commerce adoption and respondents
were asked to rate their game playing skills on five-point Likert-type
scales. The four items were: (1) If I wanted to, I could become skillful at playing the FIFA soccer game, (2) Becoming skillful would make it
(much more difficult/easier) for me to get information about this
product, (3) If I wanted to, I could easily become knowledgeable about
getting all relevant information about playing the FIFA soccer game, and
(4) Becoming knowledgeable about getting information would make it (much
more difficult/easier) for me to play the FIFA soccer game well ([alpha]
= .82).
Personalization intention. Personalization intention was measured
with two five-point Likert-type items. Respondents were asked if they
would like to use the personalization option (i.e., Career Mode), which
allows users to modify and personalize gaming experience. By using
Career Mode, for instance, the user becomes a general manager of a
specific team to customize various team-related attributes (e.g.,
roster, training, sponsorship contract, facility management, fan
promotion, etc.). Thus, the Career Mode option represents a good example
of personalization in the game. Respondents were asked: "The
likelihood of using the Career Mode is: (very low to very high)"
and "My willingness to use Career Mode is: (very low to very
high)" on a 5-point Likert-type scale ([alpha] = .95).
Enjoyment. A three-item enjoyment scale was adapted from Childers,
Carr, Peck, and Carson (2001). Respondents were asked to rate their
overall enjoyment when playing the FIFA soccer game, using the following
dimensions: fun, exciting, and enjoyable, on a five-point Likert-type
scale (1 = strongly disagree; 5 = strongly agree) ([alpha] = .81).
Repurchase intention. Repurchase intention was measured with two
five-point Likert-type items (Yi, 1990). Respondents were asked whether
they would like to purchase a newer version of the game in the future,
and how possible it is that they would like to purchase a newer version
of the game ([alpha] = .94).
Playing time. Actual playing time was assessed through a
single-item where participants were asked to provide information on
their daily average playing hours: "In the past week, how many
hours, on average, did you play the FIFA soccer game per day?" We
used the following range of responses to assess respondents'
playing time: (1) less than 30 minutes, (2) one hour, (3) two hours, (4)
three hours, (5) four hours, (6) more than four hours.
Results
Descriptive, Reliability and Validity Tests Table 1 summarizes
descriptive information about the sample in terms of age, gender,
education, and average daily playing time. The majority of respondents
were between 18 and 24 years old (53.2%), followed by a 15 to
17-year-old group (25.3%) and a 25-to 29-year-old group (10.2%).
Respondents were predominantly male (97.6%) and the bulk of the
respondents had a college degree (54.2%). In the past week, 31% stated
that they had played the FIFA soccer game less than 30 minutes per day,
approximately 30% indicated that they had played the game for two to
three hours, and 19% reported that they had played the game more than
four hours a day. Reliabilities of the following multi-item scales were
assessed using Cronbach's alpha coefficient and ranged from .81 to
.95: perceived gaming skill, personalization intention, enjoyment, and
repurchase intention.
In order to examine the predictive validity of the personalization
intention, participants' actual use of personalization features
(e.g., player creation, team creation, league creation, online match)
was assessed by using a dichotomous variable ("yes" = 1,
"no" = 0). Scores were summed to create a composite scale for
personalization usage, with scores ranging from 0 to 4. The validity of
the personalization intention was demonstrated by its significant
positive correlation with actual personalization usage (r = .49, p <
.001). Further, the predictive validity of the perceived gaming skill
was examined using respondents' actual game-playing skill scores.
Utilizing a popular Internet-based FIFA Soccer message board
(http://cafe.naver.com/shootgoal), the authors listed 13 game-playing
techniques (e.g., step-over dribble, wall-to-wall pass, man-to-man
defense, through pass, offside trap, etc.) that are aimed at advanced
players. Respondents rated their ability to master each technique in
game play (e.g., "know the skill and can utilize it during playing
the game" = 1; "do not know the skill" = 0). Scores were
then summed to create a composite gaming skill scale, ranging from 0 to
13. The validity of the perceived gaming skill was verified by its
significant positive correlation with actual game-playing skill scores
(r = .46, p < .001).
Antecedents of Personalization Intention
In order to test the first two hypotheses pertaining to the
predictive utility of past experience and perceived skill on
personalization intention, a hierarchical multiple regression analysis was employed. Age and gender were entered in the first block as
covariates, and past experience and perceived skill were entered in the
second block. As shown in Table 2, age and gender accounted for 11% of
the variance [[R.sup.2] = .11, F(2, 442) = 28.18, p < .01].
Specifically, age was negatively associated with personalization, [beta]
= -.32, t(441) = -7.29, p < .01 and gender had a marginal impact on
personalization intention, [beta] = -.09, t(441) = -1.91, p = .06. Past
experience significantly predicted personalization intention, [beta] =
.13, t(440) = 3.28, p < .01. Lastly, perceived skill had a
significant effect on personalization intention, [beta] = .39, t(440) =
9.52, p < .01. Taken together, past experience and perceived gaming
skill explained 30% of the variance in personalization intention,
[[R.sup.2] = .30, F(2, 440) = 60.03, p < .01]. Therefore, hypotheses
1 and 2 were supported.
Personalization Effect on Enjoyment, Repurchase Intention, and
Playing Time
A set of analysis of covariance (ANCOVA) was conducted to examine
the effect of personalization on users' enjoyment, repurchase
intention, and playing time of the SVG game FIFA Live 06. The sample was
classified into two groups based on the participants' responses in
using personalization features. Subjects were grouped into the
personalization group if they responded "yes," and into the
non-personalization group if they responded "no" to the
question of whether or not they currently used the personalization mode
(i.e., Career Mode). This procedure yielded a personalization group (n =
304) and non-personalization group (n = 68), with 72 participants being
omitted because their responses were missing on the item.
Hypothesis 3 was supported, as the personalization group showed a
significantly higher level of enjoyment than the non-personalization
group, F(1, 368) = 5.44, p < .05. There was a significant main effect
for repurchase intention (H4), F(1, 368) = 84.44, p < .01, suggesting
that the personalization group reported a significantly higher level of
repurchase intention than the non-personalization group. Lastly, H5 was
also supported, as the personalization group played the game
significantly longer than the non-personalization group, F(1, 368) =
47.55, p < .01. Therefore, the results supported H3, H4, and H5,
respectively.
Discussion
The present study aimed to provide insights on personalization
attributes in an SVG context. The current investigation used survey data
pertaining to actual users of the FIFA soccer SVG to examine the
antecedents of personalization intention, and to investigate the
personalization effect on game enjoyment, repurchase intention, and
actual consumption level. Overall, the results support the study's
main hypotheses. H1 was supported, as an individual's past
experience with the game did predict personalization intention. Results
suggested that users with greater prior experience with the SVG were
more likely to adopt personalization features in the game. H2 was also
supported in that perceived gaming skill had a significant impact on
personalization intention. The findings showed that users' skill
perception is important in predicting one's intention to utilize
personalization options. These findings are consistent with previous
views on factors influencing personalization and customization (Coupey
et al., 1998; Crow & Shanteau, 2005).
Therefore, the results of this study imply that gamers with greater
levels of experience and skill are more likely to utilize the
game's personalization options, which subsequently leads to greater
enjoyment and increased consumption. Although the current study
contributes to the sport marketing literature by highlighting the
significance of the personalization experience in the sport media
entertainment context, more research in this area should be conducted to
further explore the role of personalization in the SVG experience.
For instance, while the current study posited that player skill and
past experience were antecedents to personalization intention (cf. Crow
& Shanteau, 2005), it might also be interesting to explore if skill
acquisition is a direct or indirect consequence of personalization. A
less experienced gamer might increase his or her gaming skill by
utilizing personalization options. SVG developers and interactive
marketing researchers would also want to find out if personalization
features can be effective in engaging light users. Therefore, we
recommend that future studies utilize experimental design to examine if
personalization can also help less experienced or light users enhance
their gaming experiences.
The findings of this study also showed the use of personalization
features resulted in significant effects on enjoyment and loyalty. For
instance, users who use personalization options reported significantly
higher levels of game enjoyment, repurchase intention, and daily average
consumption. H3 was supported in that the personalization group reported
significantly more enjoyment than the non-personalization group.
Likewise, H4 was supported, as individuals in the personalization group
were more likely to purchase the newer version of the game. Lastly,
personalization also had a significant impact on behavioral outcomes, as
the personalization group reported more game playing hours per day than
the non-personalization group (H5). Overall, the reward of
personalization within an SVG experience was increased value for the
consumer and increased profitability for the provider.
Managerial Implications
Personalization appears to be an important feature in SVG as it
relates to customer enjoyment and retention. Marketers should consider
developing easy-to-adopt personalization features that help lock in game
users. For instance, EA Sports has integrated personalization options
into their online play components. In the NHL and FIFA series of games,
players may create a personalized player, at whatever position they
desire, then take that created player online and compete with and
against the created players of other human users on the gaming network.
This affords the user a chance to extend the personalization effort
beyond the confines of their own home system or small group of friends.
By taking the personalized character into the online public sphere,
players have a vested interest in the game title franchise, and in
carrying their created player forward from year to year within the
franchise.
Some sports titles are now programming and selling mini-games,
which are primarily aimed at personalization. 2kSports, makers of the
NBA 2k series, sell an online-only "draft combine" version of
their NBA 2k franchise for only $5. The stated purpose of this software
is to allow a user to create a basketball player as a prospect, have
that player participate in a digitized version of the NBA draft combine
held in the city of Chicago, and then save that virtual player's
data for later import into NBA 2k10. The virtual player may then be
drafted by the user in the larger, full-price game. This series of
events allows the user to develop a sense of personal achievement
through the progression of the virtual player they control.
The NHL and Tiger Woods Golf series have integrated the
personalization process even further, by having the user create a player
as part of their actions when starting up the game for the very first
time. Both series then use the created player as part of the
introduction of the series' game controls. It would appear that
EA's efforts in this area are intended to get the user personally
integrated into the game structure from the very beginning, by
connecting the area of personalization with the development of user
skill.
Past experience and perceived gaming skill were significant
predictors of personalization intention. Therefore, diversifying the
difficulty levels of the game would be appealing to attract more game
users to develop their gaming skills. There have been some efforts in
this area from the programming community. During the middle of the prior
decade, the EA Madden series instituted a feature at the start of the
game that ran the user through a series of skill tests. The game's
difficulty level was then set by the computer based upon the results of
these tests, which were known as "Madden IQ." However, some
users found the computer-generated difficulty level to be either too
easy or too difficult, and the Madden series ultimately scrapped Madden
IQ as an integral part of the game experience (Berardini, 2008). Newer
versions of the Madden series utilize a system called "Adaptive
AI," which allows a computer-controlled opponent to alter its
playcalling in response to the tendencies of the human player (Cummings,
2009).
EA's NBA Live series has introduced a system called
"Dynamic DNA," which adds difficulty and realism to games by
utilizing constantly updated data from actual NBA players and teams. As
noted by Nardozzi (2008): "Dynamic DNA simply takes these player
tendencies further. Instead of a CPU Kobe merely taking it to the cage,
a Dynamic DNA Kobe will drive left in situations where real Kobe drives
left. A Dynamic DNA Kobe's shooting percentage is based off real
Kobe's positioning on the floor. The breakdown of the data goes on
and on, eventually creating NBA Live 09 characters that really do seem
to share DNA strands with their real-deal counterparts" (p. 2).
These and other efforts appear to be aimed at providing a virtual
environment that is immersive and challenging, yet not so challenging
that the user is frustrated by an inability to succeed. For SVG
marketers, these are important areas of the user experience. Programming
the games in a way that combines fun with realism, and measured
challenges instead of overwhelming ones, helps to increase consumer
confidence in their skills within the gaming environment. As noted in
the results section, self-perceived skill is an important factor in
intent to utilize personalization options. Self-perceived skill is also
intrinsically tied to difficulty level, because the purpose of
"difficulty" in video games is to provide a more stern (or
lesser) test to a user's skill.
While the current study first examined the antecedents and
consequences of personalization features in the SVG context, there are
still some limitations that need to be acknowledged. For example, the
results are based on one particular SVG and the results cannot be
generalized to other types of games or to other cultures. Thus, more
research in this area should replicate and extend this study to
different types of SVG (e.g., basketball, auto-racing, baseball, etc.)
and in different cultures, to enhance a sport marketer's ability to
have a broader understanding of SVG phenomena. As discussed previously,
game technologies and interactive features continue to evolve to
maximize the hedonic properties from the SVG experience. Therefore, it
would be an interesting avenue for future research to employ different
types of personalization features (e.g., online competition) and explore
their various marketing implications.
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interests include sport marketing and sport consumer behavior.
Table 1.
Descriptive Statistics of Age, Gender, Education, and Daily
Average FIFA Game Consumption
Variables N (%)
Age
15-17 116 (25.3)
18-24 288 (53.2)
25-29 47 (10.2)
30-34 8 (1.7)
Total 459 (100)
Gender
Males 448 (97.6)
Females 11 (2.4)
Total 459 (100)
Education
Middle School 105 (22.9)
High School 62 (13.5)
Bachelor's degree 249 (54.2)
Graduate degree 43 (9.4)
Total 459 (100)
Daily Average FIFA Game Consumption
Less than 30 minutes 144 (31.4)
30 min.-1 hour 71 (15.5)
2 hours 72 (15.7)
3 hours 72 (15.7)
4 hours 40 (8.7)
More than 4 hours 47 (10.3)
No response 13 (2.7)
Total 459 (100)
Table 2.
Hierarchical Multiple Regression Predicting Personalization
Intention
[R.sup.2] F [beta] [delta]
Personalization Intention [R.sup.2]
1st Block--Covariates .11 28.18
Age -.33 **
Gender -.09
2nd Block--Predictors .30 47.87
Past experience .13 **
Perceived gaming skill .39 ** .19 **
** p < .01.