EconPapers    
Economics at your fingertips  
 

Convergence of Reality and Virtuality: How Virtual Realism Transforms Player Experience and Behavior in Virtual Reality Massively Multiplayer Online Games

Alan Reiter (), Hélène Yildiz (), Jean-Pierre Mouline (), Demetris Vrontis and Osama Al-Kwifi
Additional contact information
Alan Reiter: CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine
Hélène Yildiz: CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine
Jean-Pierre Mouline: CEREFIGE - Centre Européen de Recherche en Economie Financière et Gestion des Entreprises - UL - Université de Lorraine
Demetris Vrontis: University of Nicosia
Osama Al-Kwifi: College of Business and Economics, Qatar University - Qatar University

Post-Print from HAL

Abstract: Virtual reality is developing rapidly in the massively multiplayer online game segment. While virtual reality is transforming the player experience, the study of its influence on the loyalty and recommendation behavior of players of massively multiplayer online games and virtual reality is, to our knowledge, unexplored empirically. However, these marketing variables are essential to ensuring sustainable revenues for business models in the video game industry that invest in this disruptive technology. This research proposes that the affordances of virtual reality influence the experience (enjoyment and flow) and, through a mediating effect, player's loyalty and intention to recommend. We also assume that this process varies depending on the type of environment (realistic vs. not realistic). A multi-group partial least squares structural equation modeling approach (n = 560) highlights that, through its affordances, virtual reality is a driver of value creation. It enhances the player's enjoyment and flow, increases their satisfaction, and accentuates their loyalty and intention to recommend the game. This process is also more significant in the context of a realistic massively multiplayer online game in virtual reality. Our study makes new and interesting theoretical contributions and suggests useful managerial implications for professionals in the massively multiplayer online game sector.

Keywords: Virtual Reality; online game; realism; enjoyment; flow; loyalty; Recommendation; Metavers (search for similar items in EconPapers)
Date: 2025-10
Note: View the original document on HAL open archive server: https://hal.univ-lorraine.fr/hal-05119552v1
References: Add references at CitEc
Citations:

Published in Journal of Business Research, 2025, 199, pp.115545. ⟨10.1016/j.jbusres.2025.115545⟩

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-05119552

DOI: 10.1016/j.jbusres.2025.115545

Access Statistics for this paper

More papers in Post-Print from HAL
Bibliographic data for series maintained by CCSD ().

 
Page updated 2025-06-24
Handle: RePEc:hal:journl:hal-05119552