Psychological and behavioral determinants of in-game purchase intention: the role of flow experience, addiction and e-WOM
HUMANITIES & SOCIAL SCIENCES COMMUNICATIONS, cilt.13, ss.1-14, 2026 (AHCI, SSCI, Scopus)
- Yayın Türü: Makale / Tam Makale
- Cilt numarası: 13
- Basım Tarihi: 2026
- Doi Numarası: 10.1057/s41599-026-08293-7
- Dergi Adı: HUMANITIES & SOCIAL SCIENCES COMMUNICATIONS
- Derginin Tarandığı İndeksler: Social Science Premium Collection (ProQuest), Scopus, Arts and Humanities Citation Index (AHCI), Social Sciences Citation Index (SSCI), Index Islamicus, Directory of Open Access Journals
- Sayfa Sayıları: ss.1-14
- Çanakkale Onsekiz Mart Üniversitesi Adresli: Evet
Özet
The main purpose of this study is to determine the antecedents of online game purchase intention. The theoretical background of the research is based on the Flow Experience Theory. In this context, the study examines the relationships between flow experience, online game addiction, smartphone addiction, stickiness, e-WOM, and in game purchase intention. Data were obtained from 870 participants via an online survey using the convenience sampling technique. To test the hypotheses of the research, PLS-SEM was employed using the SmartPLS software. The results of the study show that flow experience and e-WOM are the variables that directly affect in-game purchase intention. In addition, flow experience was found to have a significant effect on online game addiction, smartphone addiction, and stickiness. Furthermore, the effects of flow experience, online game addiction, smartphone addiction, and stickiness on e-WOM were statistically confirmed. By identifying the determinants of in-game purchase intention, this study makes a theoretical contribution to the literature on consumer (user/player) behavior in digital gaming environments. The findings specifically demonstrate how flow experience, different forms of addiction, stickiness, and e-WOM are associated with in-game purchase intention, thereby advancing scholarly discussions on consumer behavior within the digital gaming context. From a practical standpoint, the results provide guidance for game and application developers, marketing professionals, and managers in designing strategies aimed at enhancing user engagement and purchase-related outcomes. Finally, future research is encouraged to examine the indirect effects of the variables included in this study on in-game purchase intention.