%0 Journal Article %@ 09696989 %A Hollebeek, L.D. %A Abbasi, A.Z. %A Schultz, C.D. %A Ting, D.H. %A Sigurdsson, V. %D 2022 %F scholars:17049 %I Elsevier Ltd %J Journal of Retailing and Consumer Services %K consumption behavior; psychology; sport; videography %R 10.1016/j.jretconser.2021.102892 %T Hedonic consumption experience in videogaming: A multidimensional perspective %U https://khub.utp.edu.my/scholars/17049/ %V 65 %X 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 %Z cited By 24