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研究生: Manlaibaatar Khandsuren
Manlaibaatar Khandsuren
論文名稱: Impact of online reviews on user rating of a mobile game
Impact of online reviews on user rating of a mobile game
指導教授: 劉代洋
Day-Yang Liu
口試委員: Chien-Ping Chung
Chien-Ping Chung
Yu-Muo Lee
Yu-Muo Lee
學位類別: 碩士
Master
系所名稱: 管理學院 - 管理學院MBA
School of Management International (MBA)
論文出版年: 2020
畢業學年度: 108
語文別: 英文
論文頁數: 61
中文關鍵詞: Online reviewsUser ratingMobile gameReview valenceeWOM
外文關鍵詞: Online reviews, User rating, Mobile game, Review valence, eWOM
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  • In today’s era of smartphones, thousands of mobile games are freely available on app stores. With vast number of games to choose from, most consumers rely on user rating and online reviews as references to make decisions. Therefore, it is extremely important for companies to understand the relationship between them and what impact does one has on another.

    User rating is a numerical evaluation of products or services, while online review is an electronically written user feedback. These forms of electronic word-of-mouth is perceived as more trustworthy than formal marketing messages.

    The aim of this research is to study the impact of online reviews on user rating of a mobile game by conducting an experiment with three types of review valences: positive, negative, and moderate. 20 surveys from each valence type were collected for a total of 60 surveys. Survey collects two kinds of rating data: Gaming experience rating and Attribute rating. The data was tested with One Sample T-test in SPSS.

    The results reveal that positive reviews had the biggest impact on both gaming experience and attribute ratings, showing positive effect on user rating. Negative and moderate reviews had the identical impact on user rating, showing no positive effect. Key attributes in user rating were Gameplay, Mechanics, and In-Game Advertisements. Therefore, companies should prioritize Gameplay and Mechanics while at the same time limiting the number of In-Game Advertisements.


    In today’s era of smartphones, thousands of mobile games are freely available on app stores. With vast number of games to choose from, most consumers rely on user rating and online reviews as references to make decisions. Therefore, it is extremely important for companies to understand the relationship between them and what impact does one has on another.

    User rating is a numerical evaluation of products or services, while online review is an electronically written user feedback. These forms of electronic word-of-mouth is perceived as more trustworthy than formal marketing messages.

    The aim of this research is to study the impact of online reviews on user rating of a mobile game by conducting an experiment with three types of review valences: positive, negative, and moderate. 20 surveys from each valence type were collected for a total of 60 surveys. Survey collects two kinds of rating data: Gaming experience rating and Attribute rating. The data was tested with One Sample T-test in SPSS.

    The results reveal that positive reviews had the biggest impact on both gaming experience and attribute ratings, showing positive effect on user rating. Negative and moderate reviews had the identical impact on user rating, showing no positive effect. Key attributes in user rating were Gameplay, Mechanics, and In-Game Advertisements. Therefore, companies should prioritize Gameplay and Mechanics while at the same time limiting the number of In-Game Advertisements.

    ABSTRACT ..................................................................................................................... 4 ACKNOWLEDGEMENT .............................................................................................. 5 LIST OF FIGURES ........................................................................................................ 6 LIST OF TABLES .......................................................................................................... 7 1 INTRODUCTION........................................................................................................ 8 1.1 RESEARCH BACKGROUND AND MOTIVATION ............................................................ 8 1.2 RESEARCH OBJECTIVES ............................................................................................ 9 1.3 RESEARCH CONTENT .............................................................................................. 10 1.4 RESEARCH FLOWCHART ......................................................................................... 11 2 LITERATURE REVIEW ......................................................................................... 12 2.1 ONLINE REVIEW AS EWOM ................................................................................... 12 2.1.1 Motivations to seek online reviews ......................................................................... 13 2.1.2 Source credibility .................................................................................................... 14 2.2 REVIEW VALENCE .................................................................................................. 16 2.2.1 Negativity bias ........................................................................................................ 17 2.2.2 Positivity bias .......................................................................................................... 18 2.2.3 Managing negative rumours ................................................................................... 19 2.3 REVIEW DIAGNOSTICITY ........................................................................................ 20 2.3.1 Review ratings ......................................................................................................... 21 2.3.2 Review depth ........................................................................................................... 22 2.3.3 Review readability .................................................................................................. 23 2.3.4 Reviewer profile ...................................................................................................... 24 2.3.5 Product Type ........................................................................................................... 24 2.4 MOBILE GAME MONETIZATION: THE FREEMIUM MODEL ........................................ 25 2.5 APP MARKETPLACE RATING AND REVIEW ............................................................... 26 2.5.1 App store algorithms ............................................................................................... 27 2.5.2 App Store reviews ................................................................................................... 27 3 RESEARCH METHODOLOGY ............................................................................. 29 3.1 RESEARCH DESIGN ................................................................................................. 29 3.2 QUESTIONNAIRE DESIGN ........................................................................................ 29 3.3 DATA COLLECTION METHOD .................................................................................. 30 4 DATA ANALYSIS AND INTERPRETATION ...................................................... 31 4.1 GENERAL INFORMATION ........................................................................................ 31 4.2 DATA ANALYSIS ..................................................................................................... 33 4.3 RESULTS AND EXPLANATION .................................................................................. 42 5 CONCLUSION AND RECOMMENDATION ....................................................... 44 5.1 CONCLUSION .......................................................................................................... 44 5.2 RECOMMENDATIONS .............................................................................................. 45 5.3 LIMITATION OF THE STUDY AND FURTHER RESEARCH DIRECTION .......................... 47 6 REFERENCES ........................................................................................................... 49

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