Theory of consumption value: A lens to examine the use and continual use intention of online game subscription services

Using the theory of consumption value as the theoretical framework and online game subscription as the subject, this study considered the antecedents (game motivations, fear of missing out [FoMO], and variety preference) and consequences (use and continual use intention) of the values (playing games...

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Bibliographic Details
Published inComputers in human behavior Vol. 160; p. 108377
Main Authors Tan, Wee Kheng, Chiu, Pei-Huan
Format Journal Article
LanguageEnglish
Published Elsevier Ltd 01.11.2024
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ISSN0747-5632
1873-7692
DOI10.1016/j.chb.2024.108377

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Summary:Using the theory of consumption value as the theoretical framework and online game subscription as the subject, this study considered the antecedents (game motivations, fear of missing out [FoMO], and variety preference) and consequences (use and continual use intention) of the values (playing games, social, enjoyment, price, and quality) offered by subscription services. Using the partial least squares method, an empirical analysis of 412 subscribers' and 265 non-subscribers’ views at the online game subscription service level revealed the limited consequences of game motivations for the use (continual use) of online game subscription services. Perceiving FoMO as a bidimensional construct (losing-out and interactive aspects) could provide more insights into how online game players perceive subscription services. FoMO's (interactive aspect) contribution to value is more evident among non-subscribers than subscribers. For both subscribers and non-subscribers, variety preference positively contributes to numerous value types. Three value types (playing games, enjoyment, and price) contribute to the use (continual use) intention. This study augments the rather limited subscription retail literature by focusing on online game subscription services. By viewing FoMO as bidimensional instead of the usual unidimensional construct, this study found that these two FoMO types behaved differently. Moreover, this study showed that studies at the game level cannot be applied to the subscription level in a lock, stock, and barrel manner. •Use the theory of consumption value as the theoretical framework.•Considers how subscribers and non-subscribers view online game subscription service.•Players' game motivations on use (continual use) of the services are limited.•The two types of FoMO types (losing out and interactive aspects) behave differently.•Values (playing games, enjoyment, price) contribute to use (continual use) intention.
ISSN:0747-5632
1873-7692
DOI:10.1016/j.chb.2024.108377