Abstract
The gaming industry is part of a niche market of consumers who invest their time and money in interactive audiovisual experiences that are based on platforms, such as computers, arcade machines, consoles, and mobile devices. The research creates a questionnaire that includes questions about demographic information, user behavior, and theoretical constructs proposed by the TCT model, reaching 253 people. SPSS Statistics v.28 was employed to assess the reliability of each construct through Cronbach’s alpha. Subsequently, a structural equation analysis was conducted using SPSS Amos v.28. The results confirm that the intention to continue using Nintendo Switch is explained by Attitude (b = 0.441) and Perceived Usefulness (0.288). In turn, Confirmation and Subjective Norm are not significant for Intention to Use, which is explained by the fact that in an early technology adaptation stage, the concept of social pressure and fulfillment of expectations may be relevant, but not in a stage at which users have already assimilated the use of a technology (Weng et al., 2017). Likewise, Attitude is explained by Expectation Confirmation, Perceived Usefulness of the console and the opinion of people important to the user in the form of Subjective Norm. In summary, if the consoles meet user expectations (confirmation), and an interface that is easy to use (perceived ease of use) and socially attractive (subjective norms), the probability that users will continue to use the console will increase, since that the user’s attitude towards the console and the perceived usefulness it generates will experience a positive impact.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Ajzen, I.: The theory of planned behavior (1991)
Alonso, J., Grande, I.: Comportamiento del Consumidor: Planes y Estrategias de Marketing (1997)
Alonso, L.: La Era del Consumo (2005). https://www.redalyc.org/pdf/3232/323227828011.pdf
Bauer, R.: Consumer Behavior as Risk Taking (1960)
Benito, J.: El Mercado del Videojuego: Unas Cifras. Retrieved from Revista de comunicación y tecnologías emergentes (2005). https://www.redalyc.org/pdf/5525/552556595003.pdf
Bhattacherjee, A.: Understanding Information Systems Continuance: An Expectation-Confirmation Model (2001)
BusinessWeek, Obtenido de (2006).https://n9.cl/sy8ao
Carosio, A.: EL Género del Consumo en la Sociedad de Consumo. SciELO. Retrieved from Scientific Electronic Library Online (julio de 2008)
Davis, F.: Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)
Egenfeldt-Nielsen, E.H.: Video Games: The Essential Introduction (2018)
Escobedo, M.H.: Modelos de ecuaciones estructurales: Características, fases, construcción, aplicación y resultados (2016). https://n9.cl/aiu0r
Gonzáles-Piñero, M.: Redifining The Value Chain of the Video Games Industry (2017)
Hair, J.F.: Multivariate Data Analysis (2009)
Hsu, C.Y.: Exploring the continuance intention of social networking websites: an empirical research (2014). https://n9.cl/ldt2dp
Lee, M.: Explaining and predicting users’ continuance intention toward e-learning: An extension of the expectation-confirmation model (2010)
Liao, C.P.: Information technology adoption behavior life cycle: Toward a Technology Continuance Theory (TCT). Obtenido de International Journal of Information Management 29(4) (Agosto de 2009). https://n9.cl/ghgdl
Ngoc, L.: Nintendo vs ITS competitors in marketing efforts: From the point of view of customers (Abril de 2018). https://n9.cl/iyi38
Nintendo, Dedicates Video Games Sales Units (30 de junio de 2019). https://n9.cl/odzi8
Nintendo, Dedicated Video Game Sales Units (2021). https://n9.cl/odzi8
Orus, A.: Ranking de las videoconsolas con el mayor volumen de ventas a nivel mundial a fecha de febrero de 2021. Statista (2021)
Roldán, A.: Estadística Práctica (2020)
Schiffman, L., Kanuk, L.: Comportamiento del Consumidor (Octava Edición ed.) (2005)
Silverman, B.: Wii U sales improve, but are still historically terrible. Retrieved from Yahoo Finance (Mayo de 2015). https://n9.cl/hs1ey
Sony (2021). https://n9.cl/hvyvb
Takeda, L.: The History of Nintendo: the Company, Consoles And Games (2020)
Vankatesh, V., Thong, J., Xu, X.: Consumer Acceptance and use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology (2012)
Venkatesh, V., Morris, M., Davis, G., Davis, F.: User Acceptance of Information Technology: Toward a Unified View (2003)
Wagner, E.: A strategic Audit of Nintendo Co., Ltd (2019)
Weng, G.S.: Mobile taxi booking application service’s continuance usage intention by users (2017)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Fernandez-Robin, C., Yañez, D., Müller, M.I., McCoy, S. (2023). Behavior of Current Consumers of Nintendo Video Game Consoles. In: Coman, A., Vasilache, S. (eds) Social Computing and Social Media. HCII 2023. Lecture Notes in Computer Science, vol 14025. Springer, Cham. https://doi.org/10.1007/978-3-031-35915-6_35
Download citation
DOI: https://doi.org/10.1007/978-3-031-35915-6_35
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-35914-9
Online ISBN: 978-3-031-35915-6
eBook Packages: Computer ScienceComputer Science (R0)