Data Analysis and results

Một phần của tài liệu Expectations and experience impact on value co creation intention of users when playing games (Trang 20 - 28)

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 indicators and 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)

0.838; Confirmation (CF) is 0.786; Value Co-creation Intention (VC) is 0.844.

Therefore, the observed variables of the 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)

Enjoyment (EY) 0.806 0.632

EY1: 1 feel relaxed when playing this game

app 0.772

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

the real world 0.713

Attitude toward advertisement (AT) 0.841 0.676

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

which games to play 0.860

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

Achievement (AV) 0.777 0.597

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

Social Interaction (SI) 0.898 0.766

Sil: I found it enjoyable to be with the

other(s) 0.857

SI2: My actions depended on the other's

actions 0.869

SI3:1 felt connected to the other(s) 0.895 SI4: I find the game supports social

interaction (e.g chat...) between players 0.878

Game Visual (GV) 0.851 0.688

GV1: I’m interested in games with good

graphics 0.879

GV2:1 think game graphics can express its

style and gamer’s style 0.813

GV3:1 think the game is visually appealing 0.860 GV4: Ĩ think game graphics are also an art 0.762

Expectation (ET) 0.855 0.697

ET1:1 expect to enjoy playing the game 0.790 ET2:1 expect to have a strategy for winning

the game 0.834

ET3:1 expect to put a lot of time and effort

into playing the game 0.877

ET4: Playing the game will be a ‘valuable

experience’ 0.837

Perceived Performance (PP) 0.838 0.675

PPI: I have fun with playing these games 0.878 PP2: I find playing these games to be

interesting 0.863

PP3: These games are easy to play 0.781 PP4: Playing game can improve my thinking

ability 0.758

Confirmation (CF) 0.786 0.609

CF1: I had a better experience using the game

site than I expected 0.788

CF1: My expectations for the level of service

provided by the game app have been exceeded 0.801 CF2: Generally speaking, most of my

expectations about the game app have been confirmed

0.753

CF3: The service level provided by the Game

app is belter than what I expected 0.778

Satisfaction (SF) 0.818 0.648

SF1: lam satisfied with the game now 0.791 SF2: The game makes me excited so I am

always motivated to work hard in every game 0.796 SF3: I am happy to recommend the game to

my friends, relatives, and colleagues 0.777 SF4: I give good reviews about the game 0.854

Value Co-creation Intention (VC) 0.844 0.663

VC1: I intend to give the feedback to the

game maker 0.857

VC2:1 intend to invest in this game. 0.828 VC3: I want to be the developer of this game 0.848 VC4: It's easy to improve this game 0.715

5.5.2. Correlation analysis

Based on the results of running SPSS, the correlation coefficients of the sum of the observed variables in each scale are diverse (ranging from 0.075 - 1,000), showing a positive relationship (Table 4).

Table 4. Pair correlation matrix

EY AT AV SI GV ET pp CF SF VC

EY 1.000

AT 0.298 1.000

AV 0.336 0.363 1.000

SI 0.436 0.260 0.371 1.000

GV 0.346 0.172 0.281 0.410 1.000

ET 0.389 0.509 0.485 0.457 0.308 1.000

pp 0.570 0.307 0.438 0.505 0.375 0.499 1.000

CF 0.470 0.439 0.335 0.408 0.237 0.510 0.565 1.000

SF 0.516 0.415 0.391 0.542 0.334 0.569 0.596 0.656 1.000

VC 0.168 0.444 0.315 0.198 0.075 0.388 0.296 0.363 0.334 1.000 Notes: EY: Enjoyment; AT: Attitude toward advertisement; AV: Achievement; SI:

Social Interaction; GV: Game Visual; ET Expectation; PP: Perceived Performance; CF:

Confirmation; SF: Satisfaction; VC: Value Co-creation Intention.

5.5.3. Discriminant validity

To examine the discriminant validity of the constructs, we verified that the square roots of the AVEs of each construct were greater than the inter-construct correlations (Fornell & Larcker, 1981) (Table 6.4), and we also confirmed that all HTMT values were below the threshold of 0.9 (Henseler et al.,2015) (Table 5). Thus, it can be concluded that the observed variables ensure the discriminant quality.

Table 5. ForneU-Larcker Criterion

ET pp SF EY SI AV AT CF VC GV

ET 0.835

pp 0.499 0.821

SF 0.569 0.596 0.805

EY 0.389 0.570 0.516 0.795

SI 0.457 0.505 0.542 0.436 0.875

AV 0.485 0.438 0.391 0.336 0.371 0.772

AT 0.509 0.370 0.415 0.298 0.260 0.363 0.822

CF 0.510 0.565 0.656 0.470 0.408 0.335 0.439 0.780

VC 0.388 0.296 0.384 0.168 0.198 0.315 0.444 0.363 0.814

GV 0.308 0.375 0.334 0.346 0.410 0.281 0.172 0.237 0.075 0.830 Notes: EY: Enjoyment; AT: Attitude toward advertisement; AV: Achievement; SI:

Social Interaction; GV: Game Visual; ET Expectation; PP: Perceived Performance; CF:

Confirmation; SF: Satisfaction; VC: Value Co-creation Intention.

Table 6. Heterotrait-Monotrait Ratio (HTMT)

ET pp SF EY SI AV AT CF VC GV

ET

pp 0.587

SF 0.683 0.718

EY 0.462 0.682 0.621

SI 0.520 0.572 0.634 0.510

AV 0.581 0.527 0.480 0.420 0.435

AT 0.588 0.437 0.500 0.358 0.299 0.440

CF 0.611 0.687 0.814 0.579 0.481 0.410 0.536

VC 0.433 0.337 0.402 0.193 0.202 0.390 0.519 0.426

GV 0.355 0.427 0.391 0.405 0.465 0.345 0.195 0.270 0.143

Notes: EY: Enjoyment; AT: Altitude toward advertisement; AV: Achievement; SI:

Social Interaction; GV: Game Visual; ET Expectation; PP: Perceived Performance; CF:

Confirmation; SF: Satisfaction; VC: Value Co-creation Intention.

5.5.4. VIF assessment

In addition, we assessed multicollinearity through the variance inflation factors (VIF). The value above 3.3 suggests potential multicollinearity problems (Cenfetelli &

Basscllicr, 2009; Diamantopoulos & Siguaw, 2006). According to Tabic 6.6, all inner

VIF values ranged from 1.000 to 1.331, which demonstrated that the model has no multicollinearity problems.

Table 7. Inner VIF Values

ET pp SF EY SI AV AT CF VC GV

ET 1.331

pp 1.331

SF 1.000

EY 1.098

SI 1.314

AV 1.187

AT 1.098

CF 1.000

VC

GV 1.230

Notes: EY: Enjoyment; AT: Attitude toward advertisement; AV: Achievement; SI:

Social Interaction; GV: Game Visual; ET Expectation; PP: Perceived Performance; CF:

Confirmation; SF: Satisfaction; VC: Value Co-creation Intention.

5.5.5. Analysis of the structural model

After obtaining satisfactory results of reliability and validity of the measurement model; next, to explore the relationships among all variables, the structural model was assessed by using SEM (examining the path coefficients, t-value, and effect sizes). The statistical analysis software packages used to perform these analyses was SmartPLS 4.

Table 8 presents the results of hypothesis testing.

The results indicated that enjoyment (p = 0.261; p <0,01, t-value = 5.715) and attitude toward advertisement (P = 0.431; p <0,01, t-value = 8.912) positively affect users' expectation of the game. Thus, Hl, H2 are approved. Similarly, the results showed that the achievement achievement (P = 0.267; p <0,01, t-value = 4.160), social interaction (P = 0.340; p <0,01, t-valuc = 5.565), game visual (P = 0.160; p <0,01, t-

value = 2.700) while playing game also positively impact on perceived performance.

Hence, H3, H4 and H5 are approved. In addition, the relationships between expectation (P = 0.304; p <0,01, t-value = 5.528) and perceived performance (p = 0.413; p <0,01, t- value = 6.828) for confirmation is positively associated, approving H6a and H6b.

Moreover the influence of confirmation (p = 0.656; p <0,01, t-value = 16.126) on satisfaction is shown to be considerably positive, approving H7. Finally, the results demonstrated that satisfaction (p = 0.384; p <0,01, t-value = 10.031) when playing games promotes the value co-creation intention of users. Therefore, H8 is approved.

In conclusion, the variables in the research model are proven to have an impact on each other, the results accept all the hypothetical relationships (Hl - H8) as explained

in the journal (Fig. 6.).

Table 8. Hypotheses results

Ho Relationships Path

Coefficient std t-values p Values Results

Hl EY -> ET 0.261 0.046 5.715 0.000 Approved

H2 AT^ ET 0.431 0.048 8.912 0.000 Approved

H3 AV4PP 0.267 0.064 4.160 0.000 Approved

H4 SI 4 pp 0.340 0.061 5.565 0.000 Approved

H5 GV-ằ pp 0.160 0.059 2.700 0.007 Approved

H6a ET^ CF 0.304 0.055 5.528 0.000 Approved

H6b pp -> CF 0.413 0.061 6.828 0.000 Approved

H7 CF^SF 0.656 0.041 16.126 0.000 Approved

H8 SF-> VC 0.384 0.038 10.031 0.000 Approved

Notes: EY: Enjoyment; AT: Attitude toward advertisement; AV: Achievement; SI:

Social Interaction; GV: Game Visual; ET Expectation; PP: Perceived Performance; CF:

Confirmation; SF: Satisfaction; VC: Value Co-creation Intention.

Figure 6. Research model results

* : p-value < 0.01

Một phần của tài liệu Expectations and experience impact on value co creation intention of users when playing games (Trang 20 - 28)

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