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Hedonic consumption experience in videogaming : A multidimensional perspective

Hollebeek, Linda D. LU ; Abbasi, Amir Zaib ; Schultz, Carsten D. ; Ting, Ding Hooi and Sigurdsson, Valdimar (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
; ; ; and
publishing date
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}},
}