TY - JOUR UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85091770084&doi=10.1016%2fj.entcom.2020.100390&partnerID=40&md5=3dd409f4a34de8c7a1ab339c84a0303d JF - Entertainment Computing A1 - Abbasi, A.Z. A1 - Shamim, A. A1 - Ting, D.H. A1 - Hlavacs, H. A1 - Rehman, U. VL - 36 Y1 - 2021/// SN - 18759521 PB - Elsevier B.V. N2 - The study aims to investigate the factors that contribute to children's subjective well-being. We used playful-consumption experiences in children's smartphone usage to determine their subjective well-being. In total, 210 valid responses were obtained from the parents and analyzed using PLS-SEM in SmartPLS 3.2.8. The results of the measurement model revealed that the investigated constructs were reliable and valid. The findings based on the structural model revealed that children's emotional involvement, enjoyment, and sensory experiences with smartphones positively influenced their subjective well-being. However, children's fantasy, escapism, arousal, and role-projection experiences with smartphones failed to impact children's subjective well-being. The study is among the pioneers to investigate children's subjective well-being from the perspective of smartphone usage and playful-consumption experiences. © 2020 Elsevier B.V. N1 - cited By 26 KW - Computation theory; Human computer interaction KW - Measurement model; Sensory experiences; Structural modeling; Well being KW - Smartphones TI - Playful-consumption experiences and subjective well-being: Children's smartphone usage ID - scholars16011 AV - none ER -