TY - JOUR Y1 - 2019/// UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85069814938&doi=10.1007%2f978-3-030-22602-2_8&partnerID=40&md5=65cfe123dce50f925ca82f7df65622ac A1 - Abbasi, A.Z. A1 - Ting, D.H. A1 - Hlavacs, H. A1 - Fayyaz, M.S. A1 - Wilson, B. JF - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) VL - 11595 N2 - 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. © 2019, Springer Nature Switzerland AG. KW - Computer games; Human computer interaction KW - Conceptual model; Consumer videogame engagement and PLS-SEM approach; Empirical studies; Formative constructs; Measurement model; Playful-consumption experience; R models; Structural modeling KW - Consumer behavior ID - scholars12099 SN - 03029743 PB - Springer Verlag EP - 104 AV - none N1 - cited By 12; Conference of 1st International Conference on HCI in Games, HCI-Games 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019 ; Conference Date: 26 July 2019 Through 31 July 2019; Conference Code:228689 SP - 85 TI - Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study ER -