Publication: Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal
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Multidisciplinary Digital Publishing Institute
Abstract
Online gamers have increased exponentially in the last few years in all types
of online games, including mind-sport games. These games, like Bridge or Chess, have
been traditionally played face-to-face. Nowadays more and more players prefer to use
online platforms to play mind-sport games. Previous studies have investigated different
aspects of online games and even a few on mind-sport games. However, the frameworks
WOM (Word-of-Mouth) and SCT (Social Cognitive Theory) have been sparsely used in this
context. In this manner, the present article proposes two objectives: (1) using the SCT in
order to analyse the impact of the sociological factor on user engagement in mind-sport
online games and (2) analysing how the WOM affects user engagement in mind-sport
online games. Specifically, the proposed PLS-SEM model is defined by combining five
constructs from these frameworks: (1) health consciousness, (2) WOM and emotional
behaviour, (3) self-efficacy, (4) cognitive engagement, and (5) behavioural intention. The
findings reveal that health consciousness affects WOM and emotional behaviour in a
positive way as players desire well-being. Also, WOM and emotional behaviour affect
cognitive engagement, as positive comments encourage high-skill gamers in mind sports.
Finally, this study shows how the environmental factor of SCT is represented by WOM and
emotional behaviour in an indirect way and the personal factor represented by self-efficacy
in a direct way to positively influence behaviour intention.
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Linares, M.; Gallego, M.D.; Bueno, S. Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal. Big Data Cogn. Comput. 2025, 9, 91. https://doi.org/10.3390/bdcc9040091






