Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal
Abstract
:1. Introduction
2. Research Frameworks and Hypothesis Development
2.1. Social Cognitive Theory
2.2. Word-of-Mouth (WOM)
2.3. Proposed Model and Hypotheses
2.3.1. Health Consciousness
2.3.2. WOM and Emotional Behaviour
2.3.3. Self-Efficacy
2.3.4. Cognitive Engagement and Behaviour Intention
3. Materials and Methods
3.1. Participants
3.2. Instrument
3.3. Data Analysis
4. Results
4.1. Convergent Validity
4.2. Discriminant Validity
4.3. Model Test
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Questionnaire
Construct | Items | Description | Source |
Health consciousness | HC1 | Eating right, exercising and taking preventive measures will keep me healthy for life | [55] |
HC2 | Living life in the best possible health is very important to me | ||
HC3 | My health depends on how well I take care of myself | ||
HC4 | I actively try to prevent disease and illness | ||
HC5 | I do everything I can to stay healthy | ||
WOM and Emotional behaviour | WE1 | I will recommend online bridge game to my friends and relatives. | [52] |
WE2 | When I talk about playing online bridge game, I will say good things about it. | ||
WE3 | I will encourage friends and relatives to play online bridge game. | ||
WE4 | I will share good things about online bridge game in social media. | ||
WE5 | I feel very positive when I use online bridge game. | [54] | |
WE6 | Using online bridge game makes me happy. | ||
Self-efficacy | SE1 | I believe I have the ability to use the online bridge game. | [56] |
SE2 | I am confident that I am able to control each move during an online bridge game. | ||
SE3 | I am confident that I am able to find information about each move after an online bridge game. | ||
SE4 | I am confident that I am able to play the online bridge game. | ||
Cognitive engagement | CE1 | Using online bridge game gets me to think about mind-sport games. | [54] |
CE2 | I think about online bridge game a lot when I am using it. | ||
CE3 | Using online bridge game stimulates my interest to learn more about bridge. | ||
Behavioural-intention | BI1 | I will intend to play the online bridge game | [57] |
BI2 | I predict that I will play the online bridge game | ||
BI3 | I will play the online bridge game frequently in the future | ||
BI4 | I spend a lot of time using online bridge game; compared to other mind-sport games. | [54] | |
BI5 | Whenever I am using mind-sport games, I usually use online bridge game. | ||
BI6 | Online bridge game is one of the games I usually use when I use mind-sport games. |
Appendix B. Path Coefficient of the Analysis
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Dimensions | Options | Number of Responses |
---|---|---|
Gender | Male | 126 (60.58%) |
Female | 82 (39.42%) | |
Age (years old) | <40 | 49 (23.56%) |
≥40 and ≤49 | 13 (6.25%) | |
≥50 and ≤59 | 33 (15.87%) | |
≥60 and ≤69 | 46 (22.12%) | |
≥70 and ≤79 | 50 (24.04%) | |
>79 | 17 (8.17%) | |
Mind-sport Online Games use frequency | Rarely | 10 (4.81%) |
Once a week | 41 (19.71%) | |
Once a day | 83 (39.90%) | |
Several times a day | 74 (35.58%) | |
Country | Argentina | 4 (1.92%) |
Australia | 8 (3.85%) | |
Belgium | 2 (0.96%) | |
Canada | 3 (1.44%) | |
Denmark | 2 (0.96%) | |
France | 3 (1.44%) | |
Germany | 4 (1.92%) | |
Greece | 2 (0.96%) | |
India | 9 (4.33%) | |
Indonesia | 2 (0.96%) | |
Ireland | 4 (1.92%) | |
Israel | 2 (0.96%) | |
Italy | 2 (0.96%) | |
Mexico | 2 (0.96%) | |
Netherlands | 5 (2.40%) | |
Norway | 2 (0.96%) | |
Peru | 5 (2.40%) | |
Philippines | 2 (0.96%) | |
Romania | 3 (1.44%) | |
South Africa | 3 (1.44%) | |
Spain | 3 (1.44%) | |
Turkey | 4 (1.92%) | |
United Kingdom | 19 (9.13%) | |
Uruguay | 24 (11.54%) | |
USA | 61 (29.33%) | |
Other | 28 (13.46%) |
Path Coefficient | t-Value | Supported | |
---|---|---|---|
H1: HC → WE | 0.404 | 5.064 *** | Yes |
H2: WE → CE | 0.657 | 13.938 *** | Yes |
H3: SE → BI | 0.444 | 5.002 *** | Yes |
H4: CE → BI | 0.420 | 5.168 *** | Yes |
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Linares, M.; Gallego, M.D.; Bueno, S. Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal. Big Data Cogn. Comput. 2025, 9, 91. https://doi.org/10.3390/bdcc9040091
Linares M, Gallego MD, Bueno S. Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal. Big Data and Cognitive Computing. 2025; 9(4):91. https://doi.org/10.3390/bdcc9040091
Chicago/Turabian StyleLinares, Manuela, M. Dolores Gallego, and Salvador Bueno. 2025. "Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal" Big Data and Cognitive Computing 9, no. 4: 91. https://doi.org/10.3390/bdcc9040091
APA StyleLinares, M., Gallego, M. D., & Bueno, S. (2025). Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal. Big Data and Cognitive Computing, 9(4), 91. https://doi.org/10.3390/bdcc9040091