Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms
An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test th...
Gespeichert in:
Veröffentlicht in: | Electronic markets 2019-09, Vol.29 (3), p.337-358 |
---|---|
Hauptverfasser: | , , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 358 |
---|---|
container_issue | 3 |
container_start_page | 337 |
container_title | Electronic markets |
container_volume | 29 |
creator | Penttinen, Esko Halme, Merja Malo, Pekka Saarinen, Timo Vilén, Ville-Matias |
description | An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test the differences in preferences for online gaming platforms between two types of users: primarily extrinsically-motivated and primarily intrinsically-motivated players. Surprisingly, when comparing the importance scores of the features (usability, enjoyment, functionalities, poker network, loyalty program, and reputation), we observe very little difference between the two user groups. The only difference was that loyalty programs were valued considerably more by extrinsically-motivated players. One would have expected that features such as functionalities, poker network, and reputation would dominate the choice calculus for extrinsically-motivated players and that features such as usability and enjoyment would dominate the choice calculus for intrinsically-motivated players. We interpret this surprising finding as providing support to the claim that utilitarian and hedonic values are becoming increasingly intertwined. In this article, we provide alternative interpretations for this surprising result and discuss its theoretical and managerial implications. Because this is an exploratory study, we also note several avenues for future research. |
doi_str_mv | 10.1007/s12525-018-0298-1 |
format | Article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2044979603</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2044979603</sourcerecordid><originalsourceid>FETCH-LOGICAL-c391t-adac25cd60276e0886c76668a287bf6fa1e768f8ab55b16bf1b8985ca1d2deae3</originalsourceid><addsrcrecordid>eNp1kc1OxCAUhRujiePoA7gjcY0CM6XUnZn4l0yiC10TSi8zjG2pQB3naXxVacbEjS7IJZfznXvJybJzSi4pIcVVoCxnOSZUYMJKgelBNqFzxrAQJTlMd0JLzAtBj7OTEDaEMFKSYpJ9PTdqZ7sVMs4jM3RoLOn03hkbr9HabRF8Rm-7YLVqmh1uXbQfKkKNVFcj2_391idb8AG16g1QXAPSa2c1oAriFqBD2rU9xHFwPagG94PvXUjcSrVjM-ExrdGG0-zIqCbA2U-dZq93ty-LB7x8un9c3CyxnpU0YlUrzXJdc8IKDkQIrgvOuVBMFJXhRlEouDBCVXleUV4ZWolS5FrRmtWgYDbNLva-6ePvA4QoN27wXRopGZnPy6LkZJZUdK_S3oXgwcje21b5naREjjnIfQ4y5SDHHCRNDNszIWm7Ffhf5_-hb07zkCU</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2044979603</pqid></control><display><type>article</type><title>Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms</title><source>Springer Nature - Complete Springer Journals</source><creator>Penttinen, Esko ; Halme, Merja ; Malo, Pekka ; Saarinen, Timo ; Vilén, Ville-Matias</creator><creatorcontrib>Penttinen, Esko ; Halme, Merja ; Malo, Pekka ; Saarinen, Timo ; Vilén, Ville-Matias</creatorcontrib><description>An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test the differences in preferences for online gaming platforms between two types of users: primarily extrinsically-motivated and primarily intrinsically-motivated players. Surprisingly, when comparing the importance scores of the features (usability, enjoyment, functionalities, poker network, loyalty program, and reputation), we observe very little difference between the two user groups. The only difference was that loyalty programs were valued considerably more by extrinsically-motivated players. One would have expected that features such as functionalities, poker network, and reputation would dominate the choice calculus for extrinsically-motivated players and that features such as usability and enjoyment would dominate the choice calculus for intrinsically-motivated players. We interpret this surprising finding as providing support to the claim that utilitarian and hedonic values are becoming increasingly intertwined. In this article, we provide alternative interpretations for this surprising result and discuss its theoretical and managerial implications. Because this is an exploratory study, we also note several avenues for future research.</description><identifier>ISSN: 1019-6781</identifier><identifier>EISSN: 1422-8890</identifier><identifier>DOI: 10.1007/s12525-018-0298-1</identifier><language>eng</language><publisher>Berlin/Heidelberg: Springer Berlin Heidelberg</publisher><subject>Business and Management ; e-Commerce/e-business ; Electronic commerce ; Enjoyment ; Information technology ; IT in Business ; Loyalty ; Money ; Online gambling ; Players ; Poker ; Research Paper ; Special Issue on “Digitization of the Individual” ; Studies ; Usability ; User groups</subject><ispartof>Electronic markets, 2019-09, Vol.29 (3), p.337-358</ispartof><rights>The Author(s) 2018</rights><rights>Electronic Markets is a copyright of Springer, (2018). All Rights Reserved. © 2018. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c391t-adac25cd60276e0886c76668a287bf6fa1e768f8ab55b16bf1b8985ca1d2deae3</citedby><cites>FETCH-LOGICAL-c391t-adac25cd60276e0886c76668a287bf6fa1e768f8ab55b16bf1b8985ca1d2deae3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s12525-018-0298-1$$EPDF$$P50$$Gspringer$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s12525-018-0298-1$$EHTML$$P50$$Gspringer$$Hfree_for_read</linktohtml><link.rule.ids>314,776,780,27903,27904,41467,42536,51297</link.rule.ids></links><search><creatorcontrib>Penttinen, Esko</creatorcontrib><creatorcontrib>Halme, Merja</creatorcontrib><creatorcontrib>Malo, Pekka</creatorcontrib><creatorcontrib>Saarinen, Timo</creatorcontrib><creatorcontrib>Vilén, Ville-Matias</creatorcontrib><title>Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms</title><title>Electronic markets</title><addtitle>Electron Markets</addtitle><description>An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test the differences in preferences for online gaming platforms between two types of users: primarily extrinsically-motivated and primarily intrinsically-motivated players. Surprisingly, when comparing the importance scores of the features (usability, enjoyment, functionalities, poker network, loyalty program, and reputation), we observe very little difference between the two user groups. The only difference was that loyalty programs were valued considerably more by extrinsically-motivated players. One would have expected that features such as functionalities, poker network, and reputation would dominate the choice calculus for extrinsically-motivated players and that features such as usability and enjoyment would dominate the choice calculus for intrinsically-motivated players. We interpret this surprising finding as providing support to the claim that utilitarian and hedonic values are becoming increasingly intertwined. In this article, we provide alternative interpretations for this surprising result and discuss its theoretical and managerial implications. Because this is an exploratory study, we also note several avenues for future research.</description><subject>Business and Management</subject><subject>e-Commerce/e-business</subject><subject>Electronic commerce</subject><subject>Enjoyment</subject><subject>Information technology</subject><subject>IT in Business</subject><subject>Loyalty</subject><subject>Money</subject><subject>Online gambling</subject><subject>Players</subject><subject>Poker</subject><subject>Research Paper</subject><subject>Special Issue on “Digitization of the Individual”</subject><subject>Studies</subject><subject>Usability</subject><subject>User groups</subject><issn>1019-6781</issn><issn>1422-8890</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><sourceid>C6C</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><recordid>eNp1kc1OxCAUhRujiePoA7gjcY0CM6XUnZn4l0yiC10TSi8zjG2pQB3naXxVacbEjS7IJZfznXvJybJzSi4pIcVVoCxnOSZUYMJKgelBNqFzxrAQJTlMd0JLzAtBj7OTEDaEMFKSYpJ9PTdqZ7sVMs4jM3RoLOn03hkbr9HabRF8Rm-7YLVqmh1uXbQfKkKNVFcj2_391idb8AG16g1QXAPSa2c1oAriFqBD2rU9xHFwPagG94PvXUjcSrVjM-ExrdGG0-zIqCbA2U-dZq93ty-LB7x8un9c3CyxnpU0YlUrzXJdc8IKDkQIrgvOuVBMFJXhRlEouDBCVXleUV4ZWolS5FrRmtWgYDbNLva-6ePvA4QoN27wXRopGZnPy6LkZJZUdK_S3oXgwcje21b5naREjjnIfQ4y5SDHHCRNDNszIWm7Ffhf5_-hb07zkCU</recordid><startdate>20190901</startdate><enddate>20190901</enddate><creator>Penttinen, Esko</creator><creator>Halme, Merja</creator><creator>Malo, Pekka</creator><creator>Saarinen, Timo</creator><creator>Vilén, Ville-Matias</creator><general>Springer Berlin Heidelberg</general><general>Springer Nature B.V</general><scope>C6C</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7SC</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>87Z</scope><scope>8BJ</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>8FL</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FQK</scope><scope>FRNLG</scope><scope>F~G</scope><scope>HCIFZ</scope><scope>JBE</scope><scope>JQ2</scope><scope>K60</scope><scope>K6~</scope><scope>L.-</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>M0C</scope><scope>P5Z</scope><scope>P62</scope><scope>PQBIZ</scope><scope>PQBZA</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>Q9U</scope></search><sort><creationdate>20190901</creationdate><title>Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms</title><author>Penttinen, Esko ; Halme, Merja ; Malo, Pekka ; Saarinen, Timo ; Vilén, Ville-Matias</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c391t-adac25cd60276e0886c76668a287bf6fa1e768f8ab55b16bf1b8985ca1d2deae3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Business and Management</topic><topic>e-Commerce/e-business</topic><topic>Electronic commerce</topic><topic>Enjoyment</topic><topic>Information technology</topic><topic>IT in Business</topic><topic>Loyalty</topic><topic>Money</topic><topic>Online gambling</topic><topic>Players</topic><topic>Poker</topic><topic>Research Paper</topic><topic>Special Issue on “Digitization of the Individual”</topic><topic>Studies</topic><topic>Usability</topic><topic>User groups</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Penttinen, Esko</creatorcontrib><creatorcontrib>Halme, Merja</creatorcontrib><creatorcontrib>Malo, Pekka</creatorcontrib><creatorcontrib>Saarinen, Timo</creatorcontrib><creatorcontrib>Vilén, Ville-Matias</creatorcontrib><collection>Springer Nature OA Free Journals</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Computer and Information Systems Abstracts</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Global (Alumni Edition)</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>International Bibliography of the Social Sciences</collection><collection>Business Premium Collection (Alumni)</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>SciTech Premium Collection</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Computer Science Collection</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>ABI/INFORM Professional Advanced</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ABI/INFORM Global</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central Basic</collection><jtitle>Electronic markets</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Penttinen, Esko</au><au>Halme, Merja</au><au>Malo, Pekka</au><au>Saarinen, Timo</au><au>Vilén, Ville-Matias</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms</atitle><jtitle>Electronic markets</jtitle><stitle>Electron Markets</stitle><date>2019-09-01</date><risdate>2019</risdate><volume>29</volume><issue>3</issue><spage>337</spage><epage>358</epage><pages>337-358</pages><issn>1019-6781</issn><eissn>1422-8890</eissn><abstract>An online poker site is a good example of a dual-purposed information system that is used for both fun and making money. In this study, we address the platform selection problem associated with online poker sites by investigating the features online gamers value when selecting a platform. We test the differences in preferences for online gaming platforms between two types of users: primarily extrinsically-motivated and primarily intrinsically-motivated players. Surprisingly, when comparing the importance scores of the features (usability, enjoyment, functionalities, poker network, loyalty program, and reputation), we observe very little difference between the two user groups. The only difference was that loyalty programs were valued considerably more by extrinsically-motivated players. One would have expected that features such as functionalities, poker network, and reputation would dominate the choice calculus for extrinsically-motivated players and that features such as usability and enjoyment would dominate the choice calculus for intrinsically-motivated players. We interpret this surprising finding as providing support to the claim that utilitarian and hedonic values are becoming increasingly intertwined. In this article, we provide alternative interpretations for this surprising result and discuss its theoretical and managerial implications. Because this is an exploratory study, we also note several avenues for future research.</abstract><cop>Berlin/Heidelberg</cop><pub>Springer Berlin Heidelberg</pub><doi>10.1007/s12525-018-0298-1</doi><tpages>22</tpages><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1019-6781 |
ispartof | Electronic markets, 2019-09, Vol.29 (3), p.337-358 |
issn | 1019-6781 1422-8890 |
language | eng |
recordid | cdi_proquest_journals_2044979603 |
source | Springer Nature - Complete Springer Journals |
subjects | Business and Management e-Commerce/e-business Electronic commerce Enjoyment Information technology IT in Business Loyalty Money Online gambling Players Poker Research Paper Special Issue on “Digitization of the Individual” Studies Usability User groups |
title | Playing for fun or for profit: how extrinsically-motivated and intrinsically-motivated players make the choice between competing dual-purposed gaming platforms |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-25T10%3A31%3A53IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Playing%20for%20fun%20or%20for%20profit:%20how%20extrinsically-motivated%20and%20intrinsically-motivated%20players%20make%20the%20choice%20between%20competing%20dual-purposed%20gaming%20platforms&rft.jtitle=Electronic%20markets&rft.au=Penttinen,%20Esko&rft.date=2019-09-01&rft.volume=29&rft.issue=3&rft.spage=337&rft.epage=358&rft.pages=337-358&rft.issn=1019-6781&rft.eissn=1422-8890&rft_id=info:doi/10.1007/s12525-018-0298-1&rft_dat=%3Cproquest_cross%3E2044979603%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2044979603&rft_id=info:pmid/&rfr_iscdi=true |