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Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study

conference contribution
posted on 2024-11-03, 13:34 authored by Amir Zaib Abbasi, Ding Ting, Helmut Hlavacs, Muhammad Fayyaz, Brad Wilson
This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on using 442 valid cases. WarpPLS 5.0 was used to analyze the PLS-SEM analysis. The results of measurement model for playful-consumption experience and consumer videogame engagement were sound and revealed a higher-order formative construct. Moreover, the findings of the structural model showed that playful-consumption experience has a significant positive influence on consumer videogame engagement. This study is unique in the field of digital games and consumer behavior studies because the study has empirically investigated the impact of playful-consumption experience on predicting consumer videogame engagement.

History

Related Materials

  1. 1.
    DOI - Is published in 10.1007/978-3-030-22602-2_8
  2. 2.
    ISBN - Is published in 9783030226015 (urn:isbn:9783030226015)

Volume

11595 LNCS

Start page

85

End page

104

Total pages

20

Outlet

Proceedings of the 21st HCI International Conference (HCII 2019)

Editors

X. Fang

Name of conference

HCII 2019: First International Conference, HCI-Games 2019 - Lecture Notes in Computer Science 11595

Publisher

Springer

Place published

Switzerland

Start date

2019-07-26

End date

2019-07-31

Language

English

Copyright

© 2019, Springer Nature Switzerland AG.

Former Identifier

2006106586

Esploro creation date

2021-06-17