Hedonic consumption experience in videogaming : A multidimensional perspective
(2022) In Journal of Retailing and Consumer Services 65.- 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... (More)
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.
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- author
- Hollebeek, Linda D. LU ; Abbasi, Amir Zaib ; Schultz, Carsten D. ; Ting, Ding Hooi and Sigurdsson, Valdimar
- publishing date
- 2022-03
- type
- Contribution to journal
- publication status
- published
- subject
- keywords
- Consumer attitude, Esports games, Hedonic consumption, PUBG games, Theory of planned behavior, Videogaming
- in
- Journal of Retailing and Consumer Services
- volume
- 65
- article number
- 102892
- publisher
- Elsevier
- external identifiers
-
- scopus:85121749827
- ISSN
- 0969-6989
- DOI
- 10.1016/j.jretconser.2021.102892
- language
- English
- LU publication?
- no
- additional info
- Funding Information: None. Publisher Copyright: © 2021 Elsevier Ltd
- id
- 529cb150-3c48-4123-a4dc-1c554f6daf29
- date added to LUP
- 2023-02-21 13:11:00
- date last changed
- 2023-02-22 10:42:43
@article{529cb150-3c48-4123-a4dc-1c554f6daf29, abstract = {{<p>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.</p>}}, author = {{Hollebeek, Linda D. and Abbasi, Amir Zaib and Schultz, Carsten D. and Ting, Ding Hooi and Sigurdsson, Valdimar}}, issn = {{0969-6989}}, keywords = {{Consumer attitude; Esports games; Hedonic consumption; PUBG games; Theory of planned behavior; Videogaming}}, language = {{eng}}, publisher = {{Elsevier}}, series = {{Journal of Retailing and Consumer Services}}, title = {{Hedonic consumption experience in videogaming : A multidimensional perspective}}, url = {{http://dx.doi.org/10.1016/j.jretconser.2021.102892}}, doi = {{10.1016/j.jretconser.2021.102892}}, volume = {{65}}, year = {{2022}}, }