@article{scholars7811, title = {Proposing a new conceptual model predicting consumer videogame engagement triggered through playful-consumption experiences}, doi = {10.1007/978-3-319-46100-7{$_1$}{$_1$}}, note = {cited By 5; Conference of 15th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2016 ; Conference Date: 28 September 2016 Through 30 September 2016; Conference Code:184039}, volume = {9926 L}, pages = {126--134}, journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, publisher = {Springer Verlag}, year = {2016}, isbn = {9783319460994}, issn = {03029743}, author = {Abbasi, A. Z. and Ting, D. H. and Hlavacs, H.}, abstract = {The aim of the study is to propose a conceptual model which predicts consumer videogame engagement triggered by the playful-consumption experience of videogame-play. The proposed conceptual model is based on a review of past literature on experience and engagement in videogame studies. Moreover, this study employs the hedonic theory of consumption experience and the concept of consumer engagement in order to conceptualize and operationalize the construct of playful-consumption experience and consumer videogame engagement and accordingly, develops the conceptual model. Based on the conceptual model, this study has drawn related hypothesis. This study is unique in its investigation as it examines the idea of experience from the perspective of hedonic theory of consumption experience and whereas, engagement is studied from the previous work on consumer engagement. Besides, this conceptual model is new in the field of videogame literature that examines consumer videogame engagement and playful consumption experience concurrently and this model also predicts consumer videogame engagement that is provoked by the playfulconsumption experience of videogame play. {\^A}{\copyright} IFIP International Federation for Information Processing 2016.}, keywords = {Artificial intelligence; Computer science; Computers, Affective and behavioral engagement; Cognitive; Consumer engagement; Consumer videogame engagement; Emotional experiences; Engagement; Experience; Hedonic consumption experience; Imaginal experience; Playful consumption experience; Sensory experiences, Computation theory}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84990052479&doi=10.1007\%2f978-3-319-46100-7\%5f11&partnerID=40&md5=3531dcdce8d5b654b2978815e02a23f3} }