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Factors affecting user intention to use gaming companion service


Citation

Huo, Shaohua and Wan Abas, Wan Anita and Waheed, Moniza (2026) Factors affecting user intention to use gaming companion service. Frontiers in Communication, 10. art. no. 1675700. pp. 1-13. ISSN 2297-900X

Abstract

Game companion services have emerged as a new form of entertainment in China. As gaming companion is a new phenomenon, many companion platforms are facing problems such as fierce market competition, imperfect platform technology and unprofessional services. Practical challenges increase the time cost for users to select companion services and weakens the quality of services they enjoy. Therefore, in order to help the platform better understand users, this study aims to investigate the users of the gaming companion platform. To achieve this goal, the Stimulus-Organism-Response (SOR) theory was utilized in designing the quantitative survey questionnaire. A simple random sampling technique was employed, resulting in responses from 425 gaming companions in Shanghai, China. The collected data were then analyzed using structural equation modeling (AMOS 26.0). The results of the analysis showed that professionalism, interactivity, and popularity have a significant positive effect on user’s perceived value (perceived entertainment and perceived sociability). Meanwhile, the study found a mediating effect of perceived entertainment and perceived sociability. The characteristics of the accompanist (professionalism, interactivity and popularity) enhance the user’s intention to use through enhancing the perceived value. This study reveals the essence of user research in the field of mass communication, demonstrating that social interaction and entertainment experiences are the core drivers influencing user behavior. This study provides a theoretical foundation for future user research in the field of game companion. This study provides help for gaming companion platforms to develop more effective operation strategies to promote the sustainable development of the gaming companion industry.


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Additional Metadata

Item Type: Article
Subject: Communication
Subject: Social Sciences (miscellaneous)
Divisions: Faculty of Modern Language and Communication
DOI Number: https://doi.org/10.3389/fcomm.2025.1675700
Publisher: Frontiers Media
Keywords: Game companion service; Intention to use; Perceived entertainment; Perceived sociability; SOR
Depositing User: Mr. Mohamad Syahrul Nizam Md Ishak
Date Deposited: 16 Mar 2026 00:29
Last Modified: 16 Mar 2026 00:29
Altmetrics: http://www.altmetric.com/details.php?domain=psasir.upm.edu.my&doi=10.3389/fcomm.2025.1675700
URI: http://psasir.upm.edu.my/id/eprint/123589
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