Abstract
This study proposes a conceptual model that could predict how customers' engagement in video games influences them to learn through observing the models shown in the video games, which further impacts behavioral learning. This study reviews the stimulus response theory and observational learning theory, and draws an integrated conceptual model. This model theorizes that customers learn from observation of models portrayed in the video games triggered by their engagement in video games, which influences customers' behavioral learning. Propositions were also drawn on the basis of proposed model. This study is conceptual in nature and another subsequent study is required to validate the study propositions. This study contributes in the following domains; (a) stimulus response theory, especially in S-O-R paradigm by introducing factors affecting organism (O) in video game studies, (b) observational learning processes are integrated in S-O-R model as organism (O) that mediates the relationship between video-game engagement and behavioral learning, (c) customer engagement definition is being adopted in video game studies to theorize how customers' engagement in video games influences the observer to learn the behavior. This conceptual model will be very helpful in predicting various forms of learning through observation of the models, including a new pattern of behavior, judgmental-standards, cognitive-competencies, strengthen or weaken the existing behavior and generative guidelines for producing a new form of behavior.
| Original language | English |
|---|---|
| Title of host publication | 2015 Game Physics and Mechanics International Conference, GAMEPEC 2015 - Proceeding |
| Publisher | Institute of Electrical and Electronics Engineers Inc. |
| Pages | 11-15 |
| Number of pages | 5 |
| ISBN (Electronic) | 9781467372077 |
| DOIs | |
| State | Published - 18 Nov 2015 |
| Externally published | Yes |
Publication series
| Name | 2015 Game Physics and Mechanics International Conference, GAMEPEC 2015 - Proceeding |
|---|
Bibliographical note
Publisher Copyright:© 2015 IEEE.
Keywords
- Customer engagement
- Hedonic product
- Observational learning
- S-O-R model
- Video games
- Video-Game engagement
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design
- Computer Vision and Pattern Recognition
- Software
- Mechanical Engineering