@article{scholars17049, note = {cited By 24}, volume = {65}, doi = {10.1016/j.jretconser.2021.102892}, year = {2022}, title = {Hedonic consumption experience in videogaming: A multidimensional perspective}, publisher = {Elsevier Ltd}, journal = {Journal of Retailing and Consumer Services}, author = {Hollebeek, L. D. and Abbasi, A. Z. and Schultz, C. D. and Ting, D. H. and Sigurdsson, V.}, issn = {09696989}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85121749827&doi=10.1016\%2fj.jretconser.2021.102892&partnerID=40&md5=ca34e3ed79447392bcadeb79a2a27364}, keywords = {consumption behavior; psychology; sport; videography}, 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. {\^A}{\copyright} 2021 Elsevier Ltd} }