procedure, we can determine the elements that influence players' initial expectations, including: Enjoyment and Attitude toward advertising, as well as the elements that influence their
Trang 1ĐẠI HỌC KINH TẾ THÀNH PHÓ HÒ CHÍ MINH
THƯỞNG ‘ ’NHÀ NGHIÊN cứu TRẺ UEH” NẢM 2024
Thuộc nhóm chuyên ngành: Kinh tê
TP Hồ Chí Minh, tháng 02/2024
Trang 2procedure, we can determine the elements that influence players' initial expectations,
including: Enjoyment and Attitude toward advertising, as well as the elements that
influence their actual gameplay, including: Achievements, Game Visual, and Social
interaction There were 298 video game players in Ho Chi Minh City who provided the
sample data for the quantitative analysis The findings of the factor analysis indicated
that the factors had a favorable impact on how players intended to co-create value.Researchers and developers in the video game industry can use theoretical and practicalcontributions to help them in their work
Key words: Value co-creation, Expectation-Confirmation Theory (ECT), Video games,
Achievement, Game visual
Trang 3TABLE OF CONTENTS
LIST OF TABLES OF THEMES 3
LIST OF ABBREVIATIONS, TERMS 4
4 Research model and hypotheses development 13
6 Conclusion and discussion 27
2nd Appendix: LIST OF QUALITATIVE RESPONDENTS 383rd Appendix: LIST OF FINAL QUALITATIVE QUESTIONS ( FOR THE
Trang 4LIST OF TABLES OF THEMES
Table 1 Qualitative question II Table 2 Demographic information of the respondents 18
Table 3 The results of Exploratory factor analysis (EFA) and Cron bach's Alpha 20
Table 4 Pair correlation matrix 23
Table 5 Fornell-Larcker Criterion 23
Table 6 Heterotrait-Monotrait Ratio (HTMT) 24
Table 8 Hypotheses results 26
LIST OF PICTURES IN THE THEME
Figure 2 Sodex's Autonomous Food Delivery 6
Figure 3 Playerunknow's Battlegrounds 7
Figure 4 Expectation Confirmation Theory (ECT) sample model 9
Figure 6 Research model results 27
Trang 5LIST OF ABBREVIATIONS, TERMS
AT Attitude toward Advertisement
AV Achievement
E.G For example
ECT Expectation-Confirmation Theory
EFA Exploratory Factor Analysis
Trang 61 Introduction
Value co-creation is viewed as a new approach to the definition of value They have appeared for a long time in economic activities between businesses and customers However, consumer value co-creation was only really clarified and received lots of
scholarly attention when the service-dominant logic for marketing debate emerged
(Vargo and Lusch, 2004) Studies have looked into its positive impact on firm innovation (Blazevic and Lievens, 2008); the cost, scale, and competitive advantage that co-creating consumers can bring (Cook, 2008)
Furthermore, co-creation assists organizations in increasing their innovation by developing ideas that they may not have thought of on their own Co-creation speeds
up the development process by bringing together multiple parties to work toward a common goal, fostering strong relationships, and cultivating a sense ofcustomer loyalty
Above all, the co-creation process can provide organizations with the flexibility to
respond quickly to changes in the market or customer needs At the same time, it
improves operational efficiency, generating both business and social value
The collaboration of Haier Group, the world's largest manufacturer of home
appliances, and Heji Home, a Chinese home furniture company, is the most visible
example of this Faced with the Covid - 19, 2020 wave in Wuhan, China, these two
companies developed a working prototype of the device and delivered it to the hospital
in two weeks Following this initial success, additional units were produced anddelivered to local hospitals in the following weeks
One of the most notable examples of co-creation is the 2016 launch of the first
LEGO Ideas
Figure I LEGO Ideas
Trang 7Source: Lego
Another example of co-crealion is Sodexo's global platform, which aims to
empower every Sodexo collaborator to share and realize innovative ideas and launch service delivery initiatives Sodexo’s Autonomous Food Delivery is one of the products
created from employee ideas
Figure 2 Sodex's Autonomous Food Delivery
Source: Sodexo
Gamification approaches offer a substantial payback in the co-creation of newsolutions by supporting this practice in an open, engaged and collaborative environment(Ind & Coates, 2013) By encouraging this practice in a transparent, interactive, andcollaborative setting, gamification techniques provide a significant return on investment
in the co-creation of new solutions (Ind & Coates, 2013)
Any enthusiastic player is, at his core, a game creator He is aware of theadjustments that can be made to the game Players frequently discuss this on forums and
on social media We got PUBG when devoted gamer Brendan Greene recreated Arma
II in a way he believed would be superior DOTA served as inspiration for Brandon
Beck and Marc Merrill as they developed League of Legends The mobile versions ofLeague of Legends, Arena of Valor, and PUBG were all major innovations in the gaming
industry in 2017, and they were all essentially created by gamers rather than professional game creators
Trang 8Figure 3 Playerunknow's Battlegrounds
The PlayerUnknown's Battle Royale mode for the Day z video game proved
popular, and Sony Online Entertainment was the first to notice this trend Even Brendan Greene, the game's developer, was requested to serve as a consultant for H1Z1: King ofthe Kill His contract was not renewed after several months of talks since all relevant
skills had been moved
Brendan Greene soon relocated to Bluehole in Korea, where he rose to theposition of principal game designer for the Player Unknown's Battleground (PUBG)
undertaking The player games PUBG and H1Z1: King of the Kill have vastly differentlevels of importance It seems that you need to do more than just pay attention to the
players
Most studies have outlined the characteristics and advantages of consumer co
creation However, these discussions fall short of describing why customers interact with businesses in ways that provide value. This is a very important researchchallenge because understanding what motivates consumers to engage value co-creation might enable firms to strategically manage their interactions with consumers in a way
that creates superior value for the consumer (e.g more relevant and quality products)
and for the firm itself (e.g extraordinary margins) In truth, the research mentioned above do not have a complete knowledge of motivation and have not yet fully studied and investigated copper ’ s drive to produce user value Some research articles mention user motivation but lack quantitative evaluation, theory cannot be
1PLAYEBMOWS iWSHi
Trang 9generalized and renders a significant gap in our knowledge of customer-centric
innovation
Our research proposes that the consumer ’ s motivation to play the game should be viewed as an essential premise of the consumer's value co - creation intention in the game. It not only reveals what motivates consumer value co-crealion
intentions in video games, but it also reflects on players' personal characteristics andgaming habits
This study contributes to the knowledge of the motivations behind user's value
co-creation intentions during game experience, enhancing research on value co-creation
intentions As a result, it makes it simple for businesses to develop game application
designs that swiftly and accurately capture customer needs in the target market segment,
presenting chances to approach and connect with customers
2 Theoretical background
2.1 Value co-creation
The notion of value as something created by a company’s production processes
and disseminated to customers through markets, who can consume and frequentlydestroy it, does not appear to reflect the essence of value creation and realization (Vargo
& Lusch, 2004, 2008, 2016) Co-creation, which is gaining ground as a new
management paradigm, enables businesses and customers to co-create value through
engagement Co-creation refers to the collaborative, concurrent, peer-like process of
generating new literal and symbolic value The literature is divided over the distinctions
between co-creation and co-production and the significance of doing so (Gronroos and
Voima, 2013; Cova et al., 2013) Although one could argue that the most fundamental
type of value co-creation is the relationship between a company and a client, this view
is an extreme oversimplification that overlooks essential elements of the actual value
creation process Company and customer cannot co-create value until private, marketfacing, public, and natural resources are integrated (Horbel, 2013; Lusch & Vargo,2014)
Trang 102.2 Expectation Confirmation Theory
In marketing, the Expectation-Confirmation Theory (ECT) has been widely
applied to measure consumer satisfaction and post-purchase behavior in an effort tocompletely conceptualize and explain the consumption process (Oh, 1999) According
to Oliver, 1980, Oliver, 1999, and Bhattacherjee, 2001, the primary mechanism
underpinning ECT is a procedural sequence First, before actual purchase behavior, consumers build initial anticipation of a specific service/product, which may becharacterized as the extent of customers' expectations about the aim and the extent of
their thoughts about the service provider's capabilities (Coye, 2004) Throughout theconsuming phase, perceptions of overall performance alter gradually Customers then compare perceived performance to their previous expectations of the service in order tojudge the extent to which these expectations were met In the subsequent phase, client
satisfaction with the service is measured using pre-purchase expectations, as well as the mismatch between pre-purchase expectations and post-purchase evaluations of the
service is validated (Kristensen el al., 1999) ECT’s fundamental constructs andstructural linkages are depicted in Figure 4
Figure 4 Expectation Confirmation Theory (ECT) sample model
Trang 11such conjecture is not without error By continuing to do qualitative research throughgroup discussions in the form of live Q&A through online meeting software Google
Meet, the discussion groups help the group to re-validate the model from which there
are certain adjustments to be more relevant and determine the direction of the upcoming quantitative survey questionnaire
3.2 Method
Step 1: Identify research objectives and research questions
Overall to get a better understanding of the participants, we chose the Qualitative
Research - Focus Group Discussion approach We can then learn more about consumers' satisfaction, confirmation while playing the game, and about their expectation and
perceived performance with the game In addition, to explore some of the disadvantages that the game can have on the way to customer satisfaction and then map out possible
solutions
Step 2: Establish discussion guidelines for a qualitative study (Exploratory Research)
Firstly, we create screening questions based on the objectives in two differentsections In section 1, we focused on demographic data, baseline understanding, and
respondents' perceptions of games in general In section 2 - which is the main part, went
into detail about how users play the game Secondly, we developed an outline and
identified respondents who were members of Generation z and played games
Step 3: Focus Group Conduct Interview
In this step, we first determine that there will be 5 participants, including 3 malesand 2 females The focus group chat takes place via Google Meet and lasts about 1 hour.The meeting was also recorded for later use
3.3 Data collection
Focus group discussion: One focus group with a total number of 5 university
students from different universities across HCM City were invited for in - depth interviews For this group, 5 participants were invited based on the range of age from
19 to 20 2 of which were female participants Most of the students love and pay a lot of
attention to games
Trang 12In addition, before the interview, you were also briefly introduced to value co creation as well as experience this type.
-3.4 Questions
Table I Qualitative question
No Question
1 Have you played any games? If you have, please name it.
2 Can you tell me why you play those games?
When choosing a game to play, did you pay attention to the brand name of the
company that created that game? When a famous manufacturer or familiarpublisher releases a new game, do you get excited? Why?
7
Does this game have a community for players? Do you join the community? Ifyes, can you tell US about the activities in the gaming community (events, bugs,sharing skills, moments, achievements, )
8
Before playing the games you mentioned above with us, did you go to get
feedback (ratings, comments) from all your friends around or from a certain gaming community? How does that feedback affect your choice, or
expectations, of the game you will play?
Trang 13Have you ever played a game just because it has good graphics? Do you think
the game’s graphic design is important? Why?
Have you ever been concerned about your personal information being leaked
or losing your account?
If the producer wishes to collaborate with you as a value co-creator, are you
willing to contribute your opinion so that the next game produced brings a belter experience than not? What specifically do you believe you are capable
of doing?
Trang 143.5 Data Analysis and results
According to in-depth interviews, the majority of respondents played games for
enjoyment They also choose to play games because it allows them to express themselves and connect with people everywhere
The survey also discovered that the majority of respondents' expectations were
formed primarily by their enjoyment of the game as well as when watchingtrailers/adverlisements about the new game theme Through the above effects,respondents frequently have expectations about the game's graphic design as well as the
game configuration - beautiful and smooth, no lag Other influences, such as socialinfluence and understanding, had little impact on their expectations because the type ofgame they played had little to do with these However, most of the respondents have a positive experience and are pleased with the games they are currently playing The achievements, game visuals, and social interactions all meet their pre-game expectations, ỉn the storytelling section, it depends on the type of game and the time;Action-oriented games tend not tend to build storytelling
In general, through the above expectations and experience effects, the majority
of respondents have a value co-creation intention, which can be to contribute their ideas
to assist game manufacturers in developing more In addition, some respondents would
like to become game developers if possible, but will need additional benefits
In short, depending on the game genre, there will be different factors that affect
the user's expectations and experience Many players have a value co-creation intention,
if they receive an invitation to cooperate from game manufacturers From there, we create a research model with the variables enjoyment and attitude toward advertisement,
which influence Expectation; Achievement, Social interaction, and game visualvariables, which influence Perceived Performance
4 Research model and hypotheses development
For the former, Hsu and Lin (2008) defined enjoyment as the degree to which anInternet user participates in social networks because the process “yields fun andenjoyment'’ In this research, perceived enjoyment can be considered as enjoying
Trang 15playing games while spending time with them According to Davis et al (1992), perceived enjoyment can be described as an intrinsic motivation, whereas expectation
in ECT is an example of intrinsic motivation Based on that, we applied ECT in the field
of game With the trend that more and more video games can be played to meet different
needs of users, it is expected that the level of enjoyment after adoption will also become
important in developing players ' expectations with the games which haven’t been experienced Consequently, this study postulates the hypothesis:
Hl: Enjoyment positively influences Expectation.
Attitudes towards Ads mentioned in this study mean negative or positive feelings
after viewing ads about games they have not played Most of the ads about games are
launched on the Internet The Internet is a widely used tool for information seeking and
decision making regarding consumer goods (Darley et al., 2010, Johnson et al., 2004,
Roscoe et al., 2016) Similarly, Game players can find large amounts of game information on the Internet It can be observed that a large number of promotional
strategies have been carried out by game manufacturers and distributors with the aim of impressing players and motivating them to seek out or play that game Therefore, the relationships between Advertisement and Expectation were inferred Based on suchfacts, this study hypothesizes that:
H2: Positive Attitudes toward Advertisement lead to higher Expectation.
Achievement component suggested by Yee (2006) consist of: Advancement (The desire to gain power, progress rapidly, and accumulate in-game symbols of wealth orstatus); Mechanics (Having an interest in analyzing the underlying rules and system inorder to optimize character performance); Competition (The desire to challenge and
compete with others) Achievement focuses on the motivation to behave competently orthe desire to perform a task or activity well We suggest that an individual with a high
level of achievement has a higher extent of perceived performance
H3: Achievement positively impacts on Perceived Performance.
Game visuals are visual design elements built into the game to make the gamemore realistic, close, and attractive to players Hicks et al (2019) show that engagingdesign elements improve the visual appeal of the game and contribute to player curiosity
Trang 16(e.g., contributing to the desire to explore the world, player’s virtual reality) by addingvisual interest, suggesting that the design strategy can be oftangible benefit to the player.
Based on the study of Hicks et al (2019), our study hypothesizes
H4: Game visual positively influences Perceived Performance.
Social interaction was defined as App's ability to help customers stay in touch with friends and others (Eisingerich et al 2019) Customers engage with gamified healthapps to share the experience with their peers andjoin in conversations within their socialgroups, in a form of social interaction Many gamified health apps allow customers to share their progress with friends and social groups In this way, the apps motivatecustomers to perform better, to avoid any embarrassment due to failing to achieve theirhealth objectives Similar to our topic, as players experience social interactions, their
cognitive performance improves Hypothesis is:
H5: Social Interaction positively influences Perceived Performance
Expectation-Confirmation Theory (ECT) has been widely applied in the field of marketing to assess customer satisfaction and post-purchase behavior, in an attempt to
perfect the concept and explanation of the process of customer satisfaction (Oh, 1999)
According to Oliver (1980, 1999) and Bhattacherjee (2001), the basic mechanism of
ECT is achieved after a sequenced process First, before actual purchasing behavior, customers form initial expectations about a particular service/product, which can be
understood as the level of customer expectations about the goal as well as their level of
confidence in the service provider’s capabilities (Coyc, 2004) During the consumptionphase, the perception of overall performance is gradually developed The customer then
evaluates the perceived performance against their prior expectations for the service to
determine the extent to which these expectations are confirmed In the next step, service satisfaction is determined through the customer's pre-purchase expectations, along with
confirmation of the difference between pre-purchase expectations and post-purchase
evaluation of the service (Kristensen) Et al., 1999) Applying ECT to the field of game,players firstly form an initial expectation about the game During the period of playing,their perceptions of overall performance are gradually developed Then, the players assess the perceived performance compared with their prior expectation about the game
to identify the extent to which these expectations are confirmed In the next step
Trang 17satisfaction with the game is determined through players' confirmation of discrepancybetween pre-play expectation and post-experience evaluations about the game.
H6a: Players’ s Expectations positively impact on their Confirmation about
the gaming process.
H6b: Players ’ s Perceived Performance positively influences their
Confirmation about the gaming process.
H7: Confirmation positively affects player’ s Satisfaction.
Satisfaction represents the overall performance evaluation a consumer carries out
in relation to a product or service after consumption (Gustafsson el al., 2005)
Satisfaction stems from consumers developing positive attitudes towards the experience
of products or services (Boulding et al., 1993) It can be assumed that if consumers aresatisfied with the products or service, they will have an incentive to co-create value with
them Based on that, we have hypothesized regarding our topic in the field of game If players are satisfied with the games, they are motivated to co-create value with the game.Thus, is it hypothesized:
H8: Players ’ satisfaction with the game positively influences their’ value co creation intentions at that game.
Model
Figure 5 Research model
Trang 185 Quantitative research
5.1 Methodology
In terms of Quantitative research, this is a method of research that aims to
quantify the data and usually makes use of statistical analysis It is a straightforward tool
or method that enables researchers to gather a significant volume ofdata in a brief length
of time For this method, we focus on having the Online survey which is completedonline by the target audience typically by filling out a form Surveys can be used togather data on a variety of topics, such as individual characteristics, attitudes, pastactions, and opinions The focus of the survey may be on opinion or fact-based,
depending on its goal
5.2 Method
Step 1: Define goals and related issues
We defined the Approach: Quantitative Research - Online Survey to collect a
large amount of data on respondents to factors influencing game co-creation Using the data we collect, we can look al the impact of game elements on the psychological needs
of Generation z users and how that increases player satisfaction In addition, we wanted
to find out the limitations of gamification in increasing customer satisfaction and make some recommendations for the game to improve the user experience
Step 2: Identify target responders
With locations in Ho Chi Minh City and surrounding provinces, we primarily
target Gen z, ages 15-25 Our sample sizes range from 200 to 300 We use convenience
sampling to collect data by sending it to everyone we know
Step 3: Create a survey
The survey form must follow standards such as brevity, directness, avoidingasking questions related to personal information first, stating each question clearly, prioritizing multiple-choice questions and a 5-likert scale In addition, it must include
key questions to achieve the research objectives
Step 4: Analyze
Trang 19We collect data from the google form and exclude answers that do not come fromthe target group We then analyze the information to test the hypothesis and answer the
research question In addition, we have created tables or graphs to better demonstrate
the findings and help readers better understand the issues
5.3 Data collection and demographic
We survey using Google Forms Our audience is Gen z in Ho Chi Minh City,mostly in college, and collected nearly 390 responses Then, we proceed to filter the answers that do not have high confidence (such as selecting only all on one level,
selecting only on 2 alternating levels, survey participants under the age of 18, ) and finally we get about 299 reliable answers People between the ages of 18 and 22 are the main participants in this survey They are university students who have not graduatedand have a salary of less than 5,000,000 VND/month Regarding gender, therespondents were quite similar More details can be found in Table 2
Table 2 Demographic information of the respondents
From 5 to 10 million VND/month 83 27.9
From10 to 15 million VND/month 15 5.0
Trang 20Nominal scale: We collect information on gender, age, place of residence and
work, income, education level of survey participants
Interval Scale: We use a 5-poinl Likert scale, ranging from strongly disagree tocompletely agree
5.5 Data Analysis and results
5.5.1 Exploratory factor analysis (EFA)
First, the study will test whether the observed variables are reliable or not, have
a close relationship with each other, and can show the characteristics of the scale well The test is carried out through Cronbach's Alpha reliability coefficient (Hoang Trong
& Chu Nguyen Mong Ngoc, 2008)
Convergent validity was assessed through the factor loadings of the indicatorsand average variance extracted (AVE) Individual item reliability for all factor loadings was confirmed as they were all above 0.5 and the average variance extracted values were
exceeded 0.5 (Table 3)
The benchmark value for Cronbach's alpha that analysts typically use is 0.7 The
items are sufficiently consistent at this level and above to demonstrate the measure is reliable The summary table of Cronbach’s alpha analysis results (Table 3) shows that internal consistency reliability was confirmed as Cronbach's alpha is greater than 0.7 Specifically, Cronbach's alpha of Enjoyment (EY) is 0.806; Attitude toward advertisement (AT) is 0.841; Achievement (AV) is 0.777, Social Interaction (SI) is 898;Game Visual (GV) is 0.851; Expectation (ET) is 0.855; Perceived Performance (PP)
Trang 210.838; Confirmation (CF) is 0.786; Value Co-creation Intention (VC) is 0.844.Therefore, the observed variables ofthe scales are kept for confirmatory factor analysis.
Table 3 The results of Exploratory ’ factor analysis (EFA) and Cron bach's Alpha
Variables
Factor loadings (>0.5)
Crobach ’s Alpha (>0.7)
AVE (>0.5)
EY1: 1 feel relaxed when playing this game
EY2: Playing this game makes me feel good 0.841
EY3: Playing this game gives me pleasure 0.846
EY4: Playing this game takes me away from
ATI: I like to look at most game,
advertisements that I am exposed to 0.831
AT2: I often use advertising to help me decide
AT3: Advertising tells me what people with
interests similar to mine are playing the game 0.838
AT4: Advertising tells me which games have
the features I am looking for 0.756
AV 1: When playing games, I think
achievement is important 0.751
AV2: A game that requires effort to earn
achievements makes me like to do very much 0.791
AV3: Achievement is something I like 0.812
AV4: When playing games, I admire persons
who have earned a very high position on the
leaderboard very much
0.733