By Topic

The Moderating Role of Virtual Community Cohesion and Critical Mass on the Link between Online-Game Website Service Quality and Play Satisfaction

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

5 Author(s)
Yu-Lung Wu ; Dept. of Inf. Manage., I-Shou Univ., Kaohsiung, Taiwan ; Yu-Hui Tao ; Ching-Pu Li ; Pei-Chi Yang
more authors

The online game market in Taiwan is close to saturation. The sudden emergence of online community games has lead to a change in the type of game players, and online game providers are forced to deploy new strategies to cope with this change in trend. Meanwhile, literature research reveals a mixed result of the impact of virtual community cohesion and critical mass on online game platform service quality and satisfaction. Therefore, this research further investigates the moderating roles of online players' virtual community cohesion and critical mass on the link between website service quality and player satisfaction. The result indicates that virtual community cohesion does play a moderating role while critical mass does not. Discussions and implications are also provided in this paper.

Published in:

Advances in Social Networks Analysis and Mining (ASONAM), 2011 International Conference on

Date of Conference:

25-27 July 2011