Hedonic consumption experience in videogaming: A multidimensional perspective

Hollebeek, L.D. and Abbasi, A.Z. and Schultz, C.D. and Ting, D.H. and Sigurdsson, V. (2022) Hedonic consumption experience in videogaming: A multidimensional perspective. Journal of Retailing and Consumer Services, 65. ISSN 09696989

Full text not available from this repository.
Official URL: https://www.scopus.com/inward/record.uri?eid=2-s2....

Abstract

Prior research primarily considers consumers' hedonic gaming experience, defined as an individual's level of pleasure, emotional gratification, and enjoyment from playing a videogame, from a unidimensional perspective. However, given the growing range of technology-enabled, hedonic game-related (e.g., aesthetic, competition, or social) elements, we argue that this one-dimensional view is rapidly becoming dated. Correspondingly, we propose a broadened multi-dimensional perspective of videogamers' hedonic experience, as informed by hedonic consumption theory and the theory of planned behavior. Using a sample of 294 gamers, our results confirm the existence of gamers' multi (i.e., seven)-dimensional hedonic consumption experience comprising escapism, fantasy, role-projection, emotional involvement, enjoyment, arousal, and sensory experience. We also find that gamers' emotional involvement, enjoyment, arousal, and sensory experience, in particular, drive their attitude formation toward a videogame, in turn impacting users' videogaming intent and behavior. We conclude by discussing implications that arise from our research. © 2021 Elsevier Ltd

Item Type: Article
Additional Information: cited By 24
Uncontrolled Keywords: consumption behavior; psychology; sport; videography
Depositing User: Mr Ahmad Suhairi UTP
Date Deposited: 19 Dec 2023 03:23
Last Modified: 19 Dec 2023 03:23
URI: https://khub.utp.edu.my/scholars/id/eprint/17049

Actions (login required)

View Item
View Item