%X This paper intends to develop a scale to measure a videogame playerâ��s emotional, sensory, and imaginal experiences in digital gaming. We first define the construct of playful-consumption experience in videogame playing and accordingly, develop a scale for measuring playful experiences in videogames. We collected the data of 225 valid respondents which were further analyzed through exploratory factor analysis (EFA) and reliability analysis. The results of EFA and reliability analysis reported that the loaded items were emerged into a seven factor solution and all constructs have good reliability. This study is unique in the videogame literature as it uses the theoretical definition of playful-consumption experience to define and measure the playerâ��s experiences in videogame playing as playful-consumption experience of videogame play. © IFIP International Federation for Information Processing 2017 Published by Springer International Publishing AG 2017. All Rights Reserved. %K Factor analysis; Reliability, Emotional experiences; Imaginal experience; Playful-consumption experience; Scale development; Sensory experiences; Videogame, Reliability analysis %L scholars9202 %J Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) %O cited By 8; Conference of 16th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2017 ; Conference Date: 18 September 2017 Through 21 September 2017; Conference Code:197039 %R 10.1007/978-3-319-66715-7₃₂ %D 2017 %I Springer Verlag %A A.Z. Abbasi %A D.H. Ting %A H. Hlavacs %V 10507 %T Playful-consumption experience in digital game playing: A scale development %P 290-296