Many a little makes a mickle: avatar accumulability and loyalty

Purpose Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty. Design/methodology/approach We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants. Findings These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty. Practical implications Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty. Originality/value Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.

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Publication Details

Journal
Internet Research
Published
2025-02-13
DOI
https://doi.org/10.1108/intr-06-2023-0494
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
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article

Many a little makes a mickle: avatar accumulability and loyalty

Chieh‐Ni Wu, T.C.E. Cheng, Hsin‐Yi Huang, Shih‐I Tai et al.
1 citations
Internet Research
Virtual Reality Applications and Impacts
1.94
article

Many a little makes a mickle: avatar accumulability and loyalty

Chieh‐Ni Wu, T.C.E. Cheng, Hsin‐Yi Huang, Shih‐I Tai, Tzu‐Ling Huang, Ching‐I Teng
article en
1 citations

Abstract

Purpose Online games are highly popular Internet applications. Some games enable players to save game progress and accumulate experiences or changes to avatars during gameplay, whereas some other games do not, requiring players to restart from the beginning each time. That is, games differ in avatar accumulability. However, we do not know whether games should be designed to permit avatar accumulability or not and how it affects players’ gameplay experience and therefore game outcomes, indicating gaps. Research addressing these gaps can inform game makers in designing games that effectively strengthen their players’ game loyalty. Design/methodology/approach We used social identity theory (SIT) to construct a theoretical model. To test this model, three waves of survey data were gathered from the same 778 participants. Findings These findings uniquely indicate that avatar accumulability fosters avatar identification and increases players’ focused immersion, thus increasing players’ loyalty. Practical implications Game providers could include game features that enable players to accumulate their avatars’ in-game skins, levels, items (weapons and equipment) and experience points. This accumulability can help strengthen players’ game loyalty. Originality/value Overall, our study extends SIT by adding a new trigger (avatar accumulability) and two novel consequences of avatar identification (image protection and focused immersion) in avatar-related systems (games or gamified systems). The new trigger offers an actionable means to apply SIT, while the novel consequences verify the value of applying SIT to study online games.

Internet Research
Ming Chi University of Technology (TW), Hong Kong Polytechnic University (HK), Chang Gung University (TW), Soochow University (TW), National Central University (TW), Chang Gung Memorial Hospital (TW), Linkou Chang Gung Memorial Hospital (TW)
Openalex Percentile: Top 19%
Virtual Reality Applications and Impacts
1.94
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