Psychological and behavioral determinants of in-game purchase intention: the role of flow experience, addiction and e-WOM

The main purpose of this study is to determine the antecedents of online game purchase intention. The theoretical background of the research is based on the Flow Experience Theory. In this context, the study examines the relationships between flow experience, online game addiction, smartphone addiction, stickiness, e-WOM, and in-game purchase intention. Data were obtained from 870 participants via an online survey using the convenience sampling technique. To test the hypotheses of the research, PLS-SEM was employed using the SmartPLS software. The results of the study show that flow experience and e-WOM are the variables that directly affect in-game purchase intention. In addition, flow experience was found to have a significant effect on online game addiction, smartphone addiction, and stickiness. Furthermore, the effects of flow experience, online game addiction, smartphone addiction, and stickiness on e-WOM were statistically confirmed. By identifying the determinants of in-game purchase intention, this study makes a theoretical contribution to the literature on consumer (user/player) behavior in digital gaming environments. The findings specifically demonstrate how flow experience, different forms of addiction, stickiness, and e-WOM are associated with in-game purchase intention, thereby advancing scholarly discussions on consumer behavior within the digital gaming context. From a practical standpoint, the results provide guidance for game and application developers, marketing professionals, and managers in designing strategies aimed at enhancing user engagement and purchase-related outcomes. Finally, future research is encouraged to examine the indirect effects of the variables included in this study on in-game purchase intention.

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Publication Details

Journal
Humanities and Social Sciences Communications
Published
2026-09-25
DOI
https://doi.org/10.1057/s41599-026-08293-7
Primary Topic
Flow Experience in Various Fields
Type
article
Field-Weighted Citation Impact
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article

Psychological and behavioral determinants of in-game purchase intention: the role of flow experience, addiction and e-WOM

Özsev BERK, Erkan BİL, Tolga Yalçıntekin, Mert İNAL et al.
Humanities and Social Sciences Communications
Flow Experience in Various Fields
article

Psychological and behavioral determinants of in-game purchase intention: the role of flow experience, addiction and e-WOM

Özsev BERK, Erkan BİL, Tolga Yalçıntekin, Mert İNAL, Metin Saygılı
article en

Abstract

The main purpose of this study is to determine the antecedents of online game purchase intention. The theoretical background of the research is based on the Flow Experience Theory. In this context, the study examines the relationships between flow experience, online game addiction, smartphone addiction, stickiness, e-WOM, and in-game purchase intention. Data were obtained from 870 participants via an online survey using the convenience sampling technique. To test the hypotheses of the research, PLS-SEM was employed using the SmartPLS software. The results of the study show that flow experience and e-WOM are the variables that directly affect in-game purchase intention. In addition, flow experience was found to have a significant effect on online game addiction, smartphone addiction, and stickiness. Furthermore, the effects of flow experience, online game addiction, smartphone addiction, and stickiness on e-WOM were statistically confirmed. By identifying the determinants of in-game purchase intention, this study makes a theoretical contribution to the literature on consumer (user/player) behavior in digital gaming environments. The findings specifically demonstrate how flow experience, different forms of addiction, stickiness, and e-WOM are associated with in-game purchase intention, thereby advancing scholarly discussions on consumer behavior within the digital gaming context. From a practical standpoint, the results provide guidance for game and application developers, marketing professionals, and managers in designing strategies aimed at enhancing user engagement and purchase-related outcomes. Finally, future research is encouraged to examine the indirect effects of the variables included in this study on in-game purchase intention.

Humanities and Social Sciences Communications
Sakarya University (TR), Çanakkale Onsekiz Mart Üniversitesi (TR), Sakarya Uygulamalı Bilimler Üniversitesi
Openalex Percentile: Top 5%
Flow Experience in Various Fields
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