9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 Behavioral study on Malaysian game player experiences: how the embedded information inside a computer game affect players’ behaviour Zuhal Hussein Faculty of Business Management, Universiti Teknologi MARA (UiTM), 40450 Shah Alam, Selangor, Malaysia zuhalhk@yahoo.com (+60122811774) Nabsiah Abdul Wahid Graduate School of Business, Universiti Sains Malaysia (USM), 11800 Pulau Pinang, Malaysia nabsiah@hotmail.com Norizan Saad School of Management, Universiti Sains Malaysia (USM), 11800 Pulau Pinang, Malaysia nazim@usm.my ABSTRACT In Malaysia the game content industry is an aggregation of diverse disciplines including marketing communication that have been promoted and developed as a new growth area. Attractive game is an effective communication with its capability to persuade the player to spend more time playing the games as well as engaging favourable behaviours through October 16-17, 2009 Cambridge University, UK 1 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 the development of a positive attitude. Hence there are compelling reasons for why computer games to be considered as an effective social-technical behaviour setting based on experience during the game play. This paper is aimed at achieving these objectives of current adoption of marketers to influence game users subjective mental states and subsequent processing of embedded information inside computer game to the intention. This experimental research has recruited 224 subjects of undergraduate students to examine the effectiveness of advertising information embedded inside a computer game. Using this fictitious advertisement, the experiment is to evaluate the advertising exposure on the users’ intention. Result found that advertisement information have a significant influence on game users’ intention. This study significantly contributes to the effectiveness of the game content strategy formulations. Recommendations and limitations will be discussed at the end. INTRODUCTION Market for creative content including interactive game remains relatively immature in certain respects such as creative advertising design. Creative content industry is expected to adapt new digital advertising messages to face challenging competition in this fast growth and high competitive market. There have been continued and increased demand from consumers for interactive games resulting in opportunity creation for game content developers to develop game softwares to fulfill them. Embedding advertising messages in the interactive games as the new advertising strategies may create further opportunities for the game developers in the industry. To do this, it is imperative for them to understand game player behavior when advertising messages are embedded into the October 16-17, 2009 Cambridge University, UK 2 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 virtual game environments. Studies have shown that the computer user who perceives that they have more control to the situation, are likely to feel and behave more positively (Proshansky, Ittelson, and Rivlin 1974). Klein’s (2003) study on consumers who are mediated into the interactive environment found that they are likely to develop stronger beliefs and attitudes. According to survey (2008) conducted by Pew Internet Project, more than half of adults aged 18+ (53%) mentioned that they play video games every day or almost every day. Therefore understanding users’ behavioral needs permit the game content producer to design a real game space with insertion of informative advertising values. This has forced several businesses that targeting young consumers to consider using interactive game as part of their marketing strategy to launch new products together with a new launch of interactive game challenge. This strategy is to attract users to browse the company web page to play game and at the same time unconscious users are introduced or educate to the advertising message. Understanding the pattern of game player behavior and what drives them to play games are important information for content producer to enhance the potential of online marketing strategy of the future. To increase the understanding in this area, the question needs a correct answer. Thus this study attempts to answer the following questions. : 1) What is the impact of users’ perception of advertising message embedded in computer game on their behavior? 2) October 16-17, 2009 Cambridge University, UK How would game player experience influence the 3 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 relationship between the perception of in-game advertising and the behavior intentions towards product advertise? GAME MARKET DEVELOPMENT There is an increasing use of interactive entertainment applications, mostly related to entertainment, such as playing games (Hamadeh, 2003). This probably caused by high development in broadband access and low charges price of broadband services. Although interactive game is considered as immature industry with fastest growth underpinned by technological development, PricewaterhouseCoopers report on the ‘Global Entertainment and Media Outlook 2009-2013’, the EMEA region’s video game market is projected to grow by 6.9 percent annually from 2008 to 2013. The console, online and wireless games market is forecasted to have the strongest projected growth. It is expected that consumer spending on video games will grow by 6.6 percent on an annual basis from $17.7 billion in 2008 to $24.5 billion in 2013, whilst video game advertising in the region will grow from $400 million to $800 million. Game industry has valued the persuasive advertising as a value-added benefit to games. Thus games industry is valued at $17.6 billion above than any other entertainment form value-added benefit in game (Spero & Stone, 2004). Hence the worldwide game market is projected to growth $55.6 billion by 2008; exhibiting a 20% growth rate (Nicovich, 2005) where most of this growth will be seen in Asia followed by Europe and America (Ulmer, 2004). Opportunities and challenges are waiting for digital content developers, service providers, and technology players on the future. According to IDC’s latest October 16-17, 2009 Cambridge University, UK 4 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 research “Mobile Online Gaming Trend and Opportunities” (Doc# AP322102Q) showed that the mobile online gaming market in the Asia/Pacific excluding Japan (APEJ) region grew by 35% in 2007 year-on-year. It is expected that in the long term the mobile online gaming market will evolve into a mainstream activity, especially among countries with high technology adoption rates and available user bases that required industry player to make inroads among potential customers and simply leverage on its existing subscriber bases to develop the mobile online gaming market. Malaysia 9th development plan has directed the plan of high level of digitization covered broadcasting, design and engineering, digital leisure or games, advertising and publishing activities as well as related telecommunications industries. The Government had allocated a total of RM150 million to finance the digital multimedia content from year 2006 to 2010. Malaysian users expected to involve in virtual environment will increase significantly every year and based on the report by Nielsen Media Index (Nielson 2008), Malaysia Internet users rose to 21 percent in 2008 with almost four out of 10 users found to spend time around one to two hours on the Internet daily with TV/music/games (47%) among popular activities for Malaysia Internet users online (Nielson 2008). GAMERS GENERATION Mats (2005) reported that playing online games may be a time consuming task, and performed many hours per week. Youths aged 13 to 24 years old in the United States watch 13.6 hours of television per week compared to 16.7 hours spent browsing the Internet for other activities other than email (Interactive, 2003). Wiklund (2005) stated October 16-17, 2009 Cambridge University, UK 5 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 that survey conducted by Egenfelt-Nielsen shows that 70.91% of those participating users have played the online games for 6 hours or more per week, and 46.94% has played 12 hours or more per week, with another 17.24% has played 24 hours or more per week. It is observed that the higher number of Internet access in Malaysia will turn to higher demand for game, as most of the Internet users spending more time for entertainment application such as playing game (Wong, Wong, & Canaday, 2003)). This study will cover undergraduate university students because they are digital natives who have grown with the technology and Internet access at their fingertips. Research by Packaged Facts (2005) in Becerra & Stutts, (2008) identified that 98% of the college students are online user. Despite the growth of the Internet usage, Griffiths, Davies and Chappell (2003) identified that 50% of game player having an undergraduate degree. Furthermore, male college students are more likely than female college students (49.3% vs. 34.3%) to view streaming video content (BurstMedia, Corp., 2007). Besides, the users aged 18-30 years brought up tremendously potential for information technology industry such as on online gaming to grow (Fox, 2005). Online gaming market in Malaysia has grown constantly with the increase in the number of games, service providers, and gamers. It is a fact that Malaysia younger generation are more involved in interactive games indoors than playing outdoors with allocated most of their time playing on the computer, exploring web based activities or playing interactive video games as during their leisure time, even routine activity (Euromonitor, 2008). October 16-17, 2009 Cambridge University, UK 6 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 Game player are expected to switch from traditional game to interactive game that are more interesting. Elaine Lee, Analyst from Online Gaming, IDC Malaysia said that "In the early days, online games were available free for trial. Gamers will have to pay subscription fees to continue playing after the trial period ended”. “The necessity of paying subscription fees was a significant and frequently asked question of gamers. In 2005, the business model evolved from pay-to-play model to free for life, whereby gamers can now play for free and only pay for any purchase made. While this might not necessary increase the subscription revenue, it has definitely increased the gamers’ base”(IDC, 2006). The Malaysia online gaming market continues to grow with developments in the business model, games content, and usage pattern present in the local gaming space. PERSUASION IN GAME ADVERTISING Previous literature identifies that the game user behaviorally treat mediated environment and non-mediated environment similarly even when they had some consequences (Reevs and Nass; 1996). As such users do not distinguish between character in interactive media and other human when forming attitudes or making other social responses (Nass, Moon, Foog, Reevs and Dryer; 1995). Thus Reeves and Nass (1996) identified that human brains do not have capacity to differentiate responses to other humans in media and found that game users will respond socially to media that show manners, recognize personality characteristics in media and media characters, process judgments about positive and negative experience in the same way of physical experience, treat advertising media as according to social roles such as sales person, friends and also recognize gender different October 16-17, 2009 Cambridge University, UK 7 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 voices and different sources, and response to changes in technological aspects of the game content. Advertising message embedded in interactive game is unique when players are required to control actively during the sequences. Computer games are expected to be effective social-technical behaviours settings that permit diverse game player behaviours based on experience during the game play. In designing game content with the advertising message it is important to have strong integration of physical space, character, props and sounds placed in the game. Study from users’ perspective found rationale for the game users to treat the advertising message as a natural interaction and socially respond to it (Nass and Steuer, 1993). Therefore, the message inside the computer game helps to ensure the communication effectiveness in the advertising strategy. Perhaps the more games contain advertising cues the more likely users will be perceived as and reacted to the advertising information. The most recent development of computer games have stressed on the important consequences for their design nature. Game contents are expected to promote interactions among the players and game environment, as these encounters are essential to the success of players to be present in game experience. Michelle R Nelson (2005) has published a seven-step taxonomy that divides the field of in-game advertising by singling out some pieces of the games’ visual and auditory interface design and showing what the brandbuilding effect on the consumer ought to be when those pieces are branded. However it was identified that the seven-step taxonomy field only spans items designed into the October 16-17, 2009 Cambridge University, UK 8 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 medium carrying the game, such as the avatars, background banners, props and sounds (Svahn, 2005). It was identified that not many studies consider the users experience and the demographic factor of the player in creating game content. Developing creative game content helps to create users feeling of being present in the computer game, which can be effective strategy for persuasive advertising message in game. GAMERS’ BEHAVIOR Eagly and Chaiken (1993) explained that physical embodiment such as people, animals, and plants representation may often take visual-spatial form. Use of character in designing good game features, is to support collaborative interaction between the players and the game (Manninen and Kujanpää 2005). Previous studies also mostly used subjective norms to explain the essence of social influence. However there is no consistency among the findings of prior studies to explain the essence of social behavior setting from the game experience. Venkatesh & Davis’s (2000) study recognized that it has only a significant influence on technology acceptance under mandatory settings. As Davis et al. (1989) suggested one of the theoretical grounds of importance of perceived usefulness in user behavior is expectancy theory, which models the role of beliefs in decision making (Fishbein and Azjen, 1975). Previous literatures which were also not clear about the construct have limited conceptualizations because they only deal with restricted normative components and do not reflect wider societal contexts (Conner & Armitage, 1998; Terry & Hogg, 2000). October 16-17, 2009 Cambridge University, UK 9 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 Robey (1979 p.537) theorized that “a system that does not help people perform their job is not likely to be received favorably in spite of careful implementation efforts”. Specifically this study assumes that persuasive advertisement that associate the use of interactive game is more likely to have an effect to the users’ behavior intention towards the product advertise. The strong influences of consumers are likely to develop stronger beliefs about products in a computer mediated environment when they are exposed to product information in mediated experiences has been validated through previous studies (Klein 2003). Little research is identified to consider game as persuasive advertising medium in designs the game content (Heeter 2000). Previous literatures also indicate that no clear understanding on the subject of users’ perception in the mediated environment is available to explain that they themselves can feel the experience of being present in the mediated environment (Slater & Usoh, 1994). This means that there is a critical need for researchers to find users’ perception towards the advertisement in the mediated game environment. The study on users’ perception of advertising message in computer game is to understand the users’ awareness of the psychological effects elicited by the interaction with advertising messages, this including the degree to which all senses that stimulated the meanings and values attach to the advertising message that users experience and the feeling and emotions that are elicited (Hekkert. 2006; Schifferstein and Cleiren (2005). Taken together, we hypothesize that: October 16-17, 2009 Cambridge University, UK 10 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 H1: Users’ perception of advertising message embedded in computer game has positive relationship with behavior intention towards product advertised. GAMERS’ EXPERIENCE Previous research by Sweetser and Wyeth (2005) and Jegers (2007) on game users’ experience of playing game described about the game flow experience. Novak, Hoffman and Yung (2000) indicate the construct of exploratory behavior parallel to flow. Furthermore Azjen’s (1988) construct of perceived behavioral control, and indicated as a consequence, rather than antecedent. As in social-technical behavior setting, perceived behavioral control for information sharing behaviors is highly correlated with perceived ease of use or difficulty related to a particular technology, which have been shown to be major factors predicting user intention (Compeau & Higgins, 1995). Previously interpretive or ethnographic methods were adopted in the research to study users’ experience. However, it does also explain the aspects of specific game environments, such as communication and social relationships among players and the construction of identities (Kolo and Baur, 2004; Muramatsu and Ackerman, 1998; Nowak and Rauh, 2005; Reid, 1994; Clarke and Duimering ,2006, Del-Teso-Craviotto ,2008). To understand the game user’s experience, it is necessary for researcher to know the game flow. Previous research defines the game flow as the condition where users believe October 16-17, 2009 Cambridge University, UK 11 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 that the current experience is optimal, getting pleasure in online game and can control the usage of the game (Csikszentmihalyi & Csikszentmihalyi, 1988). After all when the game users achieved the flow, they receive an optimal experience that making them to replay the game without any compensation (Hoffmann & Novak, 1995). Moreover, past researchers have also studied how the experiences moderate the relationship between perception and attitude from technology perspective (Danaher & Mullarkey, 2003; and Krugman, Cameron, & White, 1995). Researchers have found a vital need to consider the users experience as the moderator in order to study behavior on technology (Bruner and Kumar, 2000; Takacs, Reed, Wells and Dombrowski, 1999). It is assumed that users who had experience in playing game may complete the game quicker than users with less experience with the game task. The basis of this assumption relies on past studies which manage to indicate that users’ experience may identify visual targets quicker than users with less experience with the task (Bettman and Park, 1980; Punj and Staelin,1983; Johnson and Russo, 1984; Alba and Hutchinson, 1987). Therefore, it is imperative to hypothesize that users experience to moderate the relationship between users feeling of persuasive game message and users’ intention towards product advertise. In this case, we postulate that: H2: Game player experience moderate relationship between perception of in-game advertising and behavior intention towards product advertising. October 16-17, 2009 Cambridge University, UK 12 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 METHODOLOGY There are various methodologies used by game developers to evaluate game play experience (Davis et al. 2005; Fabricatore et al. 2002; Sweetser and Wyeth 2005), though few empirical results have been reported. This study is to understand the nature of game player interactions in computer game. Experimental method is adopted to ensure the cause and effect relationship between persuasive advertising in game mediated environment is recognized and the game player behavioral intention to be clearly established. To explore the hypothesized role of persuasive advertising in this study, a total of 224 volunteered undergraduate students from a public university were invited to participate in the experiment conducted in the university’s computer laboratory. The importance of a wide variety of users’ experience of playing game is rated on the playing and control options of the game virtual environment. Numerous differences in players’ ratings of particular characteristics to respond on the questionnaires after playing the computer game in the laboratory. This helps to provide a rich set of game player data in order to frame the understanding of the computer game on the effective socialtechnical behaviour settings that permit diverse Malaysian game player behaviours based on experience during the game play. October 16-17, 2009 Cambridge University, UK 13 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 FINDINGS The profile of respondents is presented in Table 1. Table 1: Profile of respondents Demographic Gender Male Female Age 19 -20 21 – 22 23 -24 Above 25 Race Malay Chinese Indian Others Field of study Science Arts Weekly hours 0 hour spend playing 1 – 8 hours games 9 – 16 hours 17 – 24 hours 24 – 31 hours 32 – 39 hours Above 40 hours Frequency 75 149 24 137 55 8 135 79 8 2 130 94 11 155 30 15 4 5 4 Percentage 33.5 66.5 10.7 61.2 24.6 3.5 60.3 35.3 3.6 .9 58 42 4.9 69.2 13.4 6.7 1.8 2.2 1.8 GOODNESS OF MEASURES A factor analysis with varimax rotation was run on the 4 items representing perception of in-game advertising, 4 items representing behavior intention towards product advertised and 2 items representing player experience and 3 factors were extracted. The KMO was 0.835, with the Bartlett’s Test for Sphericity significant (χ2 = 1435.74, p<0.01) indicating sufficient inter correlations. The total variance explained was 72%. Then we proceeded to do a reliability analysis to explore the inter-item consistency and the results are presented in Table 2. October 16-17, 2009 Cambridge University, UK 14 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 Table 2: Reliability Analysis Variables Users perception of advertising message Behavior intention towards product advertised Player experience Number of Items Number of Items Deleted Cronbach’s Alpha 7 3 0.899 6 2 0.904 4 2 0.875 HYPOTHESES TESTING Regression analysis was used to test the hypotheses and the results are presented in Table 3. Table 3: Hierarchical Regression Variables Independence Variable Perception of in game advertising X1 Moderator Player experience M1 Interaction M1 * X1 R2 Adj. R2 R2Change F-Change Note: ***sig.at.01 **Sig.at.05 Model 1 Behavior Intention Model2 Model3 .54*** .54*** .16 -.02 -.35* .29 .28 .00 .10 .501* .30 .29 .01 3.00* .29 .28 .29 89.63*** *Sig.at.10 As can be seen from the above figure, the first step (Table 3), the coefficient of determination was significant (p<.01) and found to be .29 indicating that 29 % of the perception advertising measures was explained by the independent variables. The relationship between perception in-game advertising and game player behavior intention was positive (β = .536, p<0.01). As was predicted, the game player perception in-game advertising influenced behavior intention that supporting H1. October 16-17, 2009 Cambridge University, UK 15 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 In step two, additional dimension of game player experience in the regression model has resulted in R2 of 29 percent. This R2 change of .00 is not significant (p>.01). It implies that the player experience explained 0 % of the variation. To examine the moderating effects of users experience on the relationship between perception of in-game advertising and game player behavior intention, the third regression model is developed by adding this suspected moderating variable. In Model 3, R2 explained 30 percent, and the R2 change of .01 is significant (p<.10). The significant F-statistic (p<.10) suggesting that users experience moderate the relationship between perception and game player behavior intention related to in-game advertisement (β = 0.501, p<0.01) and giving support to H2. Figure 1 shows the effect of prior experience on the relationship between persuasive advertising and game player behavior intention. When the level of advertising increases, experienced users tend to have more of the intention to the advertisement as compared to the inexperienced users which shows a lesser social-technical behavioral. October 16-17, 2009 Cambridge University, UK 16 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 Figure 1: The moderating effect of prior game users experience on social-technical behavior for performing game. CONCLUSIONS AND PROPOSED FUTURE RESEARCH As predicted, the relationship between users’ perception of advertising message inside interactive game and game player behavior intention is found to be positive. It explicitly states that game player view the usefulness of the persuasive advertising applications, either basic or advance, through the lens of how easily the software could be learnt. Advertisement is found to have significant influence on game usage when performing the game challenge. This may be due to the fact that game players are exposed repeatedly to the advertisement and information processing will take in to place in the user’s memory. For the game advertising when the game player spends longer play duration could associate to better quality advertising exposure in that the longer a consumer spends playing at a game advertising, that more likely they are to at least become aware of an October 16-17, 2009 Cambridge University, UK 17 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 advertisement’s content, be it a brand, a link to another website, or some other promotional offers (Sherman and Deighton, 2001; Swallen, 2000). In short, it is assumed that game player to have social-technical behavior respond to the advertisement embedded in game applications. This occurs during the process of playing game, where game player believe that experience is optimal, getting pleasure in online game and can control the usage of the game (Csikszentmihalyi & Csikszentmihalyi, 1988). After all when the game users achieved an optimal experience it can be a major factors that making them to have intention to the advertising message embedded in game. Prior to user’s experience acts as a moderator between persuasive advertising of interactive game and player behavior intention, when advertising message to have influence on the player behavior intention towards the advertisement. It could be due to the fact that when an individual has more experiences with an interactive game and social-technical behavior, it would be more definite to be influenced by the advertising message inside the game. Moreover, in order to perform advanced game level, the player’s intention would be essential. That is, playing game for advanced level is more dependent on the person's interest and his/her perceptions regarding its social-technical behavior intention. To further explain the reason for users experience's moderation, it can be presumed that users’ experience can assess the relationship towards the actual social-technical behavior. In doing so, when analyzing the impact of users’ experience, one has to first evaluate October 16-17, 2009 Cambridge University, UK 18 9th Global Conference on Business & Economics ISBN : 978-0-9742114-2-7 whether the user has the option to play the particular game. Nevertheless, this study managed to shed some light on the game players’ perception pertaining to the advertising message engaged in game. Furthermore, the relationship between attention to advertising and viewing durations are much related to the consumers’ exposure and time spent on playing game that need a further study from the interactive game perspective. The results of this augmented advertising strategy could provide some insight for future creative game content. 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