Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior
Abstract
1. Introduction
2. Literature Review
2.1. Game Continuance Intention
2.2. In-Game Payment Intention
2.3. Game Design Features
3. Methodology
3.1. Grounded Theory Approach
3.2. Data Collection
3.3. Three-Level Coding Process
3.3.1. Open Coding
3.3.2. Axial Coding
3.3.3. Selective Coding
4. Results
4.1. Visceral Design
- Visual Presentation
- Auditory Presentation
- Environmental Setting
- Interface Design
4.2. Behavioral Design
- Game Openness
- Diversity
- Rule Configuration
- Functional Usability
- Virtual Item Design
- Payment Scheme Design
4.3. Reflective Design
- User Interaction
- Fairness
- Story Background
- Character Customization
4.4. External Conditions
- Hardware Requirements
- Software Quality
5. Discussion
5.1. Theoretical Implications
5.2. Practical Implications
5.3. Limitations and Future Research Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Information | Classification | Amounts | Percentage |
---|---|---|---|
Total of participants | 23 | - | |
Methods | Focus group | 15 | 65.22% |
Individual interviews | 8 | 34.78% | |
Type of participants | Game players | 15 | 65.22% |
Game developers/operators | 8 | 34.78% | |
Ages | Under 20 | 3 | 13.04% |
21–25 | 7 | 30.43% | |
26–30 | 9 | 39.13% | |
31–35 | 4 | 17.39% | |
Monthly income | <3000 RMB | 4 | 17.39% |
3001–6000 RMB | 6 | 26.09% | |
6001–9000 RMB | 6 | 26.09% | |
9001–12,000 RMB | 4 | 17.39% | |
>12,000 RMB | 3 | 13.04% | |
Play time per week | <7 h | 2 | 8.70% |
8–14 h | 8 | 34.78% | |
15–21 h | 7 | 30.43% | |
22–28 h | 4 | 17.39% | |
>28 h | 2 | 8.70% |
ORIGINAL Excerpts (Selected Fragments as Examples) | Conceptual Labels Extracted |
---|---|
“DOWNLOADED AND TRIED IT, BUT DIDN’T LIKE THE ART STYLE, SO I QUIT” | a1-Art Style |
“SOME GAMES FORCE YOU TO PAY, OTHERWISE YOU CAN’T PROGRESS—YOU CAN’T COMPETE WITH OTHERS OR COMPLETE MONSTER-HUNTING MISSIONS” | a2-Social Comparison a3-Game Difficulty |
“I PLAY MAINLY BECAUSE ALL MY FRIENDS ARE PLAYING IT—I’D FEEL LEFT OUT OTHERWISE” | a4-Playing with Friends |
“THE DAILY TASKS TAKE TOO MUCH TIME AND FEEL LIKE A BURDEN” | a5-Play Duration |
“THIS GAME IS REALLY FAIR—YOU DON’T HAVE TO PAY TO ENJOY IT. THE ART STYLE IS BEAUTIFUL, AND EVEN IF YOU DON’T WANT TO GRIND, JUST EXPLORING IS REWARDING. THE SOCIAL SYSTEM IS GREAT TOO—I’VE MADE MANY FRIENDS IN MY GUILD.” | a1-Art Style a6-Social Connections |
“COMPLETING DAILY MISSIONS GIVES REWARDS THAT ACCUMULATE FOR POWERFUL EQUIPMENT, WHICH KEEPS ME PLAYING” | a7-Reward System |
“THE STORYLINE AND CUTSCENES ARE SO WELL-MADE AND IMMERSIVE” | a8-Storyline |
“GETTING STRONGER REQUIRES NOT JUST LEVELING UP, BUT ALSO UPGRADING EQUIPMENT, RUNES, BADGES WITH COMPLEX COMBINATIONS—IT’S OVERWHELMING” | a9-Complexity |
“THE GAME IS CHALLENGING—SOME LEVELS TAKE MANY ATTEMPTS, BUT THAT MAKES VICTORY REWARDING” | a3-Game Difficulty |
“I ENJOY BUYING SKINS—THEY LOOK COOL AND IMPRESS OTHERS” | a10-Cosmetics a2-Social Comparison |
“THE CHARACTER CUSTOMIZATION IS INCREDIBLY DETAILED, WITH DIVERSE OUTFITS AND COLOR OPTIONS” | a11-Character Creation a12-Appearance Variety a13-Customization |
“I’M BUSY AND TAKE CALLS OFTEN, SO I AVOID GAMES REQUIRING UNINTERRUPTED PLAY” | a5-Play Duration |
“I HAD TO UNINSTALL BECAUSE IT TOOK TOO MUCH PHONE STORAGE” | a14-Storage Requirements |
“THE GACHA SYSTEM FEELS RIGGED—IT’S EXPENSIVE AND FRUSTRATING” | a15-Item Acquisition |
…… | …… |
Code | Initial Category | Conceptual Labels |
---|---|---|
aa1 | Power Consumption | a18-High Power Usage |
aa2 | Device Heating | a19-Severe Phone Overheating |
aa3 | Performance Fluency | a22-Game Lag; a23-Slow Loading Speed |
aa4 | Compatibility | a17-Software Compatibility |
aa5 | Software Size | a14-Storage Space Required |
aa6 | Stability | a20-Excessive Game Bugs; a25-Frequent Crashes |
aa7 | Graphic Fidelity | a27-Detailed Models; a28-Exquisite Scenes; a41-Rich Scene Details |
aa8 | Color Scheme | a26-Premium Color Palette; a31-Pleasant Toning |
aa9 | Animation Effects | a29-Fluid Motions; a30-Gorgeous Effects; a37-Strong Combat Feedback; a36-Flamboyant Actions |
aa10 | Aesthetics | a24-Exquisite Concept Art; a38-Beautiful Scenes; a49-Visually Appealing UI |
aa11 | Visual Style | a1-Art Style |
aa12 | Background Music | a21-Pleasing Background Music |
aa13 | Sound Effects | a32-High Audio-Visual Synchronization; a33-Good Sound Effects |
aa14 | Voice Acting | a34-Immersive Voice Acting; a35-Multi-language Dubbing |
aa15 | Map Design | a40-Map Design |
aa16 | Interface Design | a39-Minimalist Interface; a74-Clear UI Layout |
aa17 | Character Diversity | a42-Multiple Professions; a43-Diverse Character Choices |
aa18 | Gameplay Variety | a44-High Repetitiveness; a45-Diverse Gameplay |
aa19 | Task Nonlinearity | a53-Task Selection Freedom; a59-Flexible Task Sequence |
aa20 | Scene Interactivity | a51-Multiple Interaction Options; a70-Varied Possible Actions |
aa21 | Difficulty | a46-Operation Difficulty; a47-Resource Acquisition Difficulty; a3-Game Difficulty |
aa22 | Game Restrictions | a48-Level Restrictions; a73-Play Session Limits |
aa23 | Function Accessibility | a69-Difficulty Locating Features |
aa24 | Function Usability | a71-Difficult to Understand |
aa25 | Fairness | a68-Matchmaking System; a72-Fairness |
aa26 | Rules | a9-Rule Complexity |
aa27 | Reward Mechanism | a7-Reward Acquisition |
aa28 | Event Design | a50-Regular Tasks; a60-Time-limited Events |
aa29 | Cooperative Features | a62-Joint Task Completion; a64-Team Battles |
aa30 | Competitive Features | a2-Social Comparison; a57-PVP Battles; a58-Surpassing Others |
aa31 | Social Features | a4-Playing with Friends; a6-Making Connections; a52-Guild Formation |
aa32 | Game IP | a54-IP Appeal; a55-Nostalgia Factor |
aa33 | Backstory | a8-Game Plot; a56-Background Story |
aa34 | Character Customization | a11-Character Malleability; a12-Character Appearance Variety; a13-Character Appearance Customization |
aa35 | Item Utility Value | a61-Purchased Items Enhance Performance |
aa36 | Item Hedonic Value | a10-Cosmetic Items; a65-Purchasing Visual Effects; a63-Standing Out from Others |
aa37 | Item Pricing | a67-Item Pricing |
aa38 | Payment Tier Amounts | a66-Payment Amount Tiers |
aa39 | Payment Rewards & Incentives | a16-Payment Discounts; a75-Payment Rewards |
aa40 | Item Acquisition Methods | a15-Item Acquisition Methods |
aa41 | Play Duration | a5-Play Duration |
Category | Main Category | Initial Categories |
---|---|---|
AA1-Visceral Design | A1-Visual Presentation | aa7-Graphic Fidelity aa8-Color Scheme aa9-Animation Effects aa11-Visual Style aa10-Visual Aesthetics |
A2-Auditory Presentation | aa12-Background Music aa13-Sound Effects aa14-Voice Acting | |
A3-Environment Settings | aa15-Map Design | |
A4-Interface Design | aa16-Interface Design | |
AA2-Behavioral Design | A5-Diversity | aa17-Character Diversity aa18-Gameplay Variety aa28-Activity Variety |
A6-Openness | aa19-Task Nonlinearity aa20-Scene Interactivity | |
A7-Rule Configuration | aa26-Game Rules aa22-Game Restrictions aa27-Reward Mechanism aa21-Game Difficulty aa41-Play Duration | |
A8-Function Usability | aa23-Function Accessibility aa24-Function Ease of Use | |
A9-Virtual Item Design | aa36-Virtual Item Hedonic Value aa35-Virtual Item Utility Value aa37-Virtual Item Pricing aa40-Item Acquisition Methods | |
A10-Payment Scheme Design | aa38-Payment Tier Amounts aa39-Payment Rewards and Incentives | |
AA3-Reflective Design | A11-User Interaction | aa29-Cooperative Features aa30-Competitive Features aa31-Social Features |
A12-Fairness | aa25-Fairness | |
A13-Story Background | aa32-Game IP aa33-Backstory | |
A14-Character Customization | aa34-Character Customization | |
AA4-External Conditions | A15-Hardware Requirements | aa1-Power Consumption aa2-Device Heating aa3-Performance Fluency |
A16-Software Quality | aa4-Compatibility aa5-Software Size aa6-Stability |
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Ma, C.; Shao, J. Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 132. https://doi.org/10.3390/jtaer20020132
Ma C, Shao J. Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior. Journal of Theoretical and Applied Electronic Commerce Research. 2025; 20(2):132. https://doi.org/10.3390/jtaer20020132
Chicago/Turabian StyleMa, Chang, and Jingbo Shao. 2025. "Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior" Journal of Theoretical and Applied Electronic Commerce Research 20, no. 2: 132. https://doi.org/10.3390/jtaer20020132
APA StyleMa, C., & Shao, J. (2025). Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior. Journal of Theoretical and Applied Electronic Commerce Research, 20(2), 132. https://doi.org/10.3390/jtaer20020132