Factors Affecting Engagement and Purchase Intention among Chinese Gamers: A Case Study of Leading Massively Multiplayer Online Role-Playing Games

Main Article Content

Siji Lu

Abstract

Purpose: This study investigates the key factors influencing user engagement and purchase intention among Chinese players of the top five MMORPGs. The conceptual framework examines the relationships among Social Ties (ST), Social Identity (SI), User Engagement (UE), Enjoyment Value (EV), Dedication (DED), Vigor (VIG), and Purchase Intention (PI). Research design, data and methodology: A quantitative design was used, featuring a structured questionnaire administered to 500 active MMORPG players in mainland China in 2023. Non-probability sampling methods included judgmental sampling to select the games, proportional quota sampling for respondents, and convenience sampling through the online platform. Structural equation modeling (SEM) and confirmatory factor analysis (CFA) in AMOS assessed model fit, reliability, and construct validity. Results: Social ties and social identity positively affected user engagement, which in turn strongly predicted purchase intention. Enjoyment value, dedication, and vigor also significantly influenced purchase intention. Dedication emerged as the strongest predictor, followed by vigor and enjoyment value. Conclusions: All six research hypotheses were supported, confirming the model’s validity in explaining spending behavior among Chinese MMORPG players. The study recommends that developers strengthen community features, design engaging content to enhance dedication and vigor, and implement value-driven microtransactions to foster engagement, thereby promoting sustainable revenue and long-term player satisfaction.

Downloads

Download data is not yet available.

Article Details

How to Cite
Lu, S. (2026). Factors Affecting Engagement and Purchase Intention among Chinese Gamers: A Case Study of Leading Massively Multiplayer Online Role-Playing Games. AU-GSB E-JOURNAL, 19(1), 264-275. Retrieved from https://assumptionjournal.au.edu/index.php/AU-GSB/article/view/9290
Section
Articles
Author Biography

Siji Lu

PhD.ITM, Graduate School of Business and Advanced Technology Management, Assumption University, Thailand.

References

Al-Mamary, Y. H., & Shamsuddin, A. (2015). Testing of the technology acceptance model in context of Yemen. Mediterranean Journal of Social Sciences, 6(4), 268.

https://doi.org/10.5901/mjss.2015.v6n4s1p268

Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological Bulletin, 103(3), 411-423.

https://doi.org/10.1037/0033-2909.103.3.411

Awang, Z. (2012). A handbook on SEM: Structural equation modeling using AMOS graphics (5th ed.). Universiti Teknologi MARA Press.

Baumgartner, H., & Homburg, C. (1996). Applications of structural equation modeling in marketing and consumer research: A review. International Journal of Research in Marketing, 13(2), 139-161. https://doi.org/10.1016/0167-8116(95)00038-0

Bentler, P. M. (1990). Comparative fit indexes in structural models. Psychological Bulletin, 107(2), 238-246. https://doi.org/10.1037/0033-2909.107.2.238

Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530-535. https://doi.org/10.1089/cpb.2007.9994

Brislin, R. W. (1986). The wording and translation of research instruments. In W. J. Lonner & J. W. Berry (Eds.), Field methods in cross-cultural research (pp. 137-164). Sage.

Brodie, R. J., Hollebeek, L. D., Juric, B., & Ilic, A. (2013). Customer engagement: Conceptual domain, fundamental propositions, and implications for research. Journal of Service Research, 14(3), 252-271. https://doi.org/10.1177/1094670511411703

Byrne, B. M. (2016). Structural equation modeling with AMOS: Basic concepts, applications, and programming (3rd ed.). Routledge.

Cheung, C. M. K., Shen, X. L., Lee, Z. W. Y., & Chan, T. K. H. (2015). Promoting sales of online games through customer engagement. Electronic Commerce Research and Applications, 14(4), 241-250. https://doi.org/10.1016/j.elerap.2015.04.002

Chung, J. E., & Koo, D. M. (2022). Informational and relational benefits, community dedication, and offline purchase intentions: Evidence from online gaming communities. Journal of Consumer Behaviour, 21(3), 366-379. https://doi.org/10.1002/cb.2004

Coyle-Shapiro, J., & Diehl, K. (2018). Social exchange theory: A critical review of the literature. Journal of Organizational Behavior, 39(3), 345-362. https://doi.org/10.1002/job.2345

Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: Experiencing flow in work and play. Jossey-Bass.

Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319-340. https://doi.org/10.2307/249008

Del Líbano, M., Llorens, S., Salanova, M., & Schaufeli, W. B. (2012). Validity of a brief work engagement scale (UWES-9) in Spanish and its relationship with burnout and depression. Psychological Reports, 110(3), 788-800. https://doi.org/10.2466/01.02.09.PR0.110.3.788-800

Dikko, M. (2016). Establishing construct validity and reliability: Pilot testing of a questionnaire for cross-cultural research. Journal of Social Sciences, 7(4), 1-8.

Evans, J. R., & Mathur, A. (2005). The value of online surveys. Internet Research, 15(2), 195-219.

https://doi.org/10.1108/10662240510590360

Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50.

https://doi.org/10.1177/002224378101800104

Fu, J., & Lu, Z. (2021). Guild identification and its effects on flow experience and in-game purchase intention in MMORPGs. Cyberpsychology, Behavior, and Social Networking, 24(7), 462-467. https://doi.org/10.1089/cyber.2020.0312

Game Publishing Committee. (2024). 2024 China Game Industry Report. Game Publishing Committee.

Gamma Data. (2024). Chinese Gaming Industry Report 2023. Gamma Research.

García Ruiz, R., & Llorens Molina, J. (2022). Engagement and consumption behavior of e sports gamers. Spanish Journal of Marketing - ESIC, 27(8), 253-274.

https://doi.org/10.1108/SJME-07-2022-0161

Gill, J., Johnson, P., & Clark, M. (2010). Research Methods for Managers (4th ed.). SAGE Publications.

Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis (7th ed.). Pearson Prentice Hall.

Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2022). A primer on partial least squares structural equation modeling (PLS-SEM) (3rd ed.). SAGE Publications.

Hamari, J., Keronen, L., & Alha, K. (2017). Why do people play games? A meta-analysis. International Journal of Information Management, 37(3), 125-141.

https://doi.org/10.1016/j.ijinfomgt.2017.01.006

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034. https://doi.org/10.1109/HICSS.2014.377

Hermawan, A. H., Bernarto, I., & Antonio, F. (2023). Video game engagement: A passkey to the intentions of continue playing, purchasing virtual items, and player recruitment (3Ps). International Journal of Computer Games Technology, 2023, 1-13. https://doi.org/10.1155/2023/2648097

Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58-67.

https://doi.org/10.1016/j.chb.2018.02.013

Hollebeek, L. D., Glynn, M. S., & Brodie, R. J. (2014). Consumer brand engagement in social media: Conceptualization, scale development and validation. Journal of Interactive Marketing, 28, 149-165. https://doi.org/10.1016/j.intmar.2013.12.002

Homans, G. C. (1958). Social behavior as exchange. American Journal of Sociology, 63(6), 595-606. https://doi.org/10.1086/222355

Hsiao, C.-H., & Chen, C.-H. (2016). The role of flow experience in shaping mobile game purchase intentions: Intrinsic versus extrinsic motivations. Internet Research, 26(2), 448-473.

https://doi.org/10.1108/IntR-08-2014-0206

Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1-55. https://doi.org/10.1080/10705519909540118

Huang, T., Bao, Z., & Li, Y. (2017). Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory. Program, 51(3), 259-277. https://doi.org/10.1108/PROG-12-2016-0084

Huang, Z., & Chang, S. J. (2019). The impacts of motivation, perceived value, and satisfaction on continued use intention of mobile learning: A perspective of the dualistic model. Information Systems and E-Business Management, 17(3), 347-372. https://doi.org/10.1007/s10257-019-00402-5

Hussein, H., & Hassan, R. (2017). The impact of flow and immersion on in-game microtransaction purchase intentions. International Journal of Marketing Studies, 9(2), 78-88.

https://doi.org/10.5539/ijms.v9n2p78

Jiang, T., & Yao, M. (2018). Understanding the effect of user engagement on purchase intention in mobile games. Journal of Consumer Behavior, 17(5), 441-452.

https://doi.org/10.1002/cb.1728

Jiang, Y., & Liang, X. (2018). The influence of enjoyment value on players' purchase intention in mobile gaming: The moderating role of perceived value. International Journal of Human-Computer Interaction, 34(9), 845-855. https://doi.org/10.1080/10447318.2017.1418473

Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of mass communication by the individual. In J. G. Blumler & E. Katz (Eds.), The uses of mass communications: Current perspectives on gratifications research (pp. 19-32). Sage.

Kim, H., Yoo, J., & Park, M. (2025). Metaverse friends with social benefits: Effects of social identity on the intention to purchase virtual products through site attachment and user engagement. Journal of Retailing & Consumer Services, 83, 104158. https://doi.org/10.1016/j.jretconser.2024.104158

Kim, Y., & Ahn, J. (2021). Designing reward structures to foster gamer dedication: The moderating role of perceived fairness. Information & Management, 58(3), 103460.

https://doi.org/10.1016/j.im.2020.103460

Kline, R. B. (2015). Principles and practice of structural equation modeling (4th ed.). Guilford Press.

Le, T. D., & Vo, T. T. (2020). Factors affecting the purchase of virtual goods in online games: A systematic literature review. Journal of Advanced Research in Dynamical and Control Systems, 12(3), 691-700.

Lee, S., Hwang, Y., & Choi, J. (2017). Effects of perceived enjoyment and social interaction on in-game purchase intentions in online games. Entertainment Computing, 22, 20-28. https://doi.org/10.1016/j.entcom.2017.07.002

Li, M., & Chen, X. (2019). Examining the relationship between social identity and game engagement in Chinese MMORPG players. Computers in Human Behavior, 98, 192-200.

https://doi.org/10.1016/j.chb.2019.04.023

Li, Q., Wang, J., & Liu, W. (2016). Investigating the relationship between user engagement and purchase intention in online games. Computers in Human Behavior, 62, 107-113.

https://doi.org/10.1016/j.chb.2016.03.036

Liao, Y., Chen, C., & Hsu, S.-C. (2019). Psychological activation (vigor) and online spending: Evidence from e-commerce contexts. Journal of Retailing and Consumer Services, 50, 123-130. https://doi.org/10.1016/j.jretconser.2019.05.012

Liu, Y., & Huang, R. (2017). Social identity and engagement in MMORPGs: Insights from Chinese players. Computers in Human Behavior, 75, 530-537. https://doi.org/10.1016/j.chb.2017.05.047

Liu, Y., & Zhou, Z. (2016). Factors affecting purchase intention of virtual items in MMORPGs: The mediating role of enjoyment. Internet Research, 26(3), 625-643. https://doi.org/10.1108/IntR-05-2015-0146

Nguyen, T., Chen, J. V., & Wonodihardjo, J. (2025). Two faces of freemium strategy in social games: The interplay between perceived enjoyment, envy, and in‑app purchase intention. Information & Management, 62(7), 104184. https://doi.org/10.1016/j.im.2025.104184

Niko Partners. (2023). China games market report 2023: Market trends and growth. Niko Partners. https://nikopartners.com/china-games-market-reports/

Okazaki, S., & Yagüe, M. J. (2012). Responses to an advergaming campaign on a mobile social networking site: An initial research report. Computers in Human Behavior, 28(1), 78-86. https://doi.org/10.1016/j.chb.2011.08.008

Park, B., Kim, D., & Kwon, S. (2019). Influence of social reinforcement on video game dedication and spending. Telematics and Informatics, 42, 101243. https://doi.org/10.1016/j.tele.2019.101243

Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903. https://doi.org/10.1037/0021-9010.88.5.879

Rahman, M. M., Hussain, M., & Miah, M. D. (2021). Hedonic play and microtransaction purchase behaviors: The mediating role of enjoyment. Journal of Consumer Behaviour, 20(5), 1123-1135.

Raykov, T. (1997). Scale reliability, Cronbach’s coefficient alpha, and violations of essential tau-equivalence with fixed congeneric components. Multivariate Behavioral Research, 32(4), 329-353. https://doi.org/10.1207/s15327906mbr3204_2

Rintala, T., & Suhonen, J. (2019). The promise of game-based learning in vocational education: A literature review. Journal of Educational Technology Systems, 47(4), 555-578.

https://doi.org/10.1177/0047239518818921

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360.

https://doi.org/10.1007/s11031-006-9051-8

Schaufeli, W. B., Salanova, M., González-Romá, V., & Bakker, A. B. (2002). The measurement of engagement and burnout: A two-sample confirmatory factor analytic approach. Journal of Happiness Studies, 3(1), 71-92. https://doi.org/10.1023/A:1015630930326

Shao, Z., Zhang, Q., & Ren, X. (2022). Building social capital in online games: The effect of social interaction on player loyalty and engagement. Internet Research, 32(7), 2172-2192.

https://doi.org/10.1108/INTR-10-2021-0651

Sica, C., & Ghisi, M. (2007). The Italian versions of the Beck Anxiety Inventory and the Beck Depression Inventory-II: Psychometric properties and discriminant power. In Leading-edge psychological tests and testing research (pp. 27-50). Nova Science Publishers.

Steigenberger, N. (2015). Emotions in sense making: A change management perspective. Journal of Organizational Change Management, 28(3), 432-451. https://doi.org/10.1108/JOCM-04-2014-0080

Sun, A., Liu, Y., & Zhang, P. (2018). Understanding lurkers in online communities: A literature review. Computers in Human Behavior, 80, 1-13. https://doi.org/10.1016/j.chb.2017.10.059

Tajfel, H., & Turner, J. C. (1979). An integrative theory of intergroup conflict. In W. G. Austin & S. Worchel (Eds.), The social psychology of intergroup relations (pp. 33-47). Brooks/Cole.

Tao, Z., Wu, J., & Wang, Y. (2017). Research on the influencing factors of users' willingness to pay for knowledge—Based on the perspective of perceived value. Information Science, 35(3), 112-117.

Trepte, S., & Reinecke, L. (2011). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 27(3), 9-76.

https://doi.org/10.1016/j.chb.2010.08.006

Turner, N., & Carlson, M. (2003). Developing and testing survey instruments. Journal of Applied Psychology, 88(4), 680-692. https://doi.org/10.1037/0021-9010.88.4.680

Van Doorn, J., Lemon, K. N., Mittal, V., Nass, S., Pick, D., Pirner, P., & Verhoef, P. C. (2010). Customer engagement behavior: Theoretical foundations and research directions. Journal of Service Research, 13(3), 253-266. https://doi.org/10.1177/1094670510375599

Wang, F., & Chen, L. (2020). The role of social identity in game stickiness and purchase intention. Internet Research, 30(3), 686-701. https://doi.org/10.1108/IntR-12-2018-0536

Wang, X., Yu, C., & Wei, Y. (2021). How players gain brand loyalty through dedication and brand resonance in virtual worlds: A conceptual framework. Journal of Computer Information Systems, 61(3), 288-299. https://doi.org/10.1080/08874417.2019.1612489

Wang, X., & Zhang, X. (2018). Social capital, self-presentation, and perceived social support in online communities. Telematics and Informatics, 35(4), 965-978. https://doi.org/10.1016/j.tele.2017.12.003

Wei, P.-S., & Lu, H.-P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313-331.

https://doi.org/10.1108/IntR-05-2013-0082

Westland, J. C. (2010). Lower bounds on sample size in structural equation modeling. Electronic Commerce Research and Applications, 9(6), 476-487.

https://doi.org/10.1016/j.elerap.2010.07.003

Wu, C., & Chen, J. (2022). User engagement and retention strategies in MMORPGs: A China-focused study. International Journal of Interactive Media, 30(4), 411-427.

Wu, J., & Fang, J. (2017). Enjoyment and purchase intention in mobile games: Mediating role of in-game perceived value. Journal of Interactive Advertising, 17(2), 124-135.

https://doi.org/10.1080/15252019.2017.1322601

Wu, J., & Wang, Y. (2006). Measuring KMS success: A respecification of the DeLone and McLean’s model. Information & Management, 43(6), 728-739. https://doi.org/10.1016/j.im.2006.05.002

Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15(3), 309-329. https://doi.org/10.1162/pres.15.3.309

Zhang, H., & Kaufman, D. (2019). Examining the relationship between social ties and user engagement in MMORPGs. Internet Research, 29(1), 105-121. https://doi.org/10.1108/IntR-04-2017-0155

Zhang, Y., & Wang, X. (2020). Enjoyment-driven spending: A longitudinal study of virtual goods purchases in social gaming. Telematics and Informatics, 53.

https://doi.org/10.1016/j.tele.2020.101412

Zhong, Z., & Xu, X. (2018). Guild support and affective engagement: Evidence from Chinese MMORPGs. International Journal of Human-Computer Interaction, 34(12), 1145-1154. https://doi.org/10.1080/10447318.2018.1519743