eprintid: 11743 rev_number: 2 eprint_status: archive userid: 1 dir: disk0/00/01/17/43 datestamp: 2023-11-10 03:26:16 lastmod: 2023-11-10 03:26:16 status_changed: 2023-11-10 01:16:01 type: article metadata_visibility: show creators_name: Abbasi, A.Z. creators_name: Ting, D.H. creators_name: Hlavacs, H. creators_name: Costa, L.V. creators_name: Veloso, A.I. title: An empirical validation of consumer video game engagement: A playful-consumption experience approach ispublished: pub keywords: Computer games; Forecasting; Interactive computer graphics; Least squares approximations, Affective engagement; Behavioural engagement; Cognitive engagement; Emotional experiences; Imaginal experience; PLS-SEM approach; Sensory experiences, Human computer interaction note: cited By 49 abstract: This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were useable. This study employed the WarpPLS 5.0 software to perform the Partial Least Squares-Structural Equation Modelling (PLS-SEM) analysis. The results of the measurement model on playful-consumption experience and consumer video game engagement support that both imaginal and emotional experience and cognitive, affective and behavioural engagement were reliable and valid as second-order formative constructs. Moreover, the findings of the structural model support that playful-consumption experiences such as imaginal, emotional, and sensory experience positively influence the prediction of cognitive, affective and behavioural states of consumer video game engagement. This study pioneers the field of digital game studies that have empirically validated a conceptual model predicting multiple states of the player's engagement in video game playing that is triggered through various playful experiences of a digital game. © 2018 Elsevier B.V. date: 2019 publisher: Elsevier B.V. official_url: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85058674141&doi=10.1016%2fj.entcom.2018.12.002&partnerID=40&md5=a8f87e1907daa28424d38af5a235085f id_number: 10.1016/j.entcom.2018.12.002 full_text_status: none publication: Entertainment Computing volume: 29 pagerange: 43-55 refereed: TRUE issn: 18759521 citation: Abbasi, A.Z. and Ting, D.H. and Hlavacs, H. and Costa, L.V. and Veloso, A.I. (2019) An empirical validation of consumer video game engagement: A playful-consumption experience approach. Entertainment Computing, 29. pp. 43-55. ISSN 18759521