Mobile devices such as phones
and tablets which run on IOS or Android platforms are increasingly
becoming the common targets for publishing mobile games by game manufacturers.
According to Mäyrä
(2015), the expansion of mobile gaming field is attributed to the
growing market demand for mobile phones with more than six billion mobile phone
subscriptions reported globally in 2012. The soaring mobile gaming could also
be attributed to the increasing competition in the mobile industry that forces
the mobile manufacturers and operators to find effective strategies to stay in
business. Mobile gaming could also be on the rise due to the benefits it
accords the users, for instance it has been established that the players may
play mobile games as a way of passing time while waiting, relaxing, diverting
attention from something, and expressing creativity as well as for socialisation
and emotional express purposes among others (Everyplay& Unity Technologies,
2014). As a result, the production of mobile devices with additional features
to attract customers such as mobile games have remained a priority to the
players in the mobile market (Penttinen, et al. 2010).
Notwithstanding
the strategies employed to promote mobile gaming business, user motivation to
adopt and purchase mobile games remains a crucial factor. Lin, et al. (2011) observed that motivations
to game playing remain an important research topic. However, there is a dearth
of information in this interesting area of research particularly among the
youth who are the majority consumers of mobile gaming. The understanding of
mobile gaming remains poor in Saudi Arabia due to the lack of similar research
in this setting. Due to this gap in knowledge, this research aims to evaluate
factors that influence the purchase and use of mobile games among youth in
Saudi Arabia. This research is expected to significantly contribute to the
gaming industry by promoting the understanding of motivations for mobile game
playing that will enable the game developers to develop games that meet their
customers’ expectations. It will also provide mobile phone operators with
information on mobile game preferences by their clients.
The problem statements
of Motivations for Purchasing of Mobile Games Among Youth
in Saudi Arabia
Research Objectives
In order to answer the above
research question, the research will aim to achieve the following objectives:
1. To determine the influence of perceived usefulness of
mobile games on the purchase of mobile games among youth in Saudi Arabia.
2. To determine the influence of pricing on the purchase of
mobile games among youth in Saudi Arabia.
3. To determine the influence of advertisement role on the
purchase of mobile games among youth in Saudi Arabia.
4. To determine the influence of user satisfaction with
mobile games on the purchase of mobile games among youth in Saudi Arabia.
Research Question
The research will ai
of
Motivations for Purchasing of Mobile Games Among Youth in Saudi Arabiam to
answer the research question: What are the motivating factors for purchasing
mobile games among the youth in Saudi Arabia?
The scope of the study of Motivations for Purchasing of Mobile Games Among Youth in
Saudi Arabia:
This study focuses on motivations of mobile games purchasing decision
by youths of Saudi Arabia who were defined as individuals aged 15 – 24 who are
in their early years of working. This population
age group is more responsive to change and most likely to interact with new
scientific and technological developments such as mobile games.
The relevance of the stud of Motivations for Purchasing of Mobile Games
Among Youth in Saudi Arabiay:
The study provides a fundamental base for the motivations and
desires of Saudi youths towards mobile games, which beneficial for mobiles game
companies which aim to reach this segment, the study also provides an initial understanding
of the different motives among Saudi youths and other youths among the world.