Abstract
This study aims to propose and test a conceptual model identifying playful-consumption experiences (i.e., role-projection, fantasy, escapism, enjoyment, sensory experiences, emotional involvement, and arousal) as potential drivers of consumer esports videogame engagement as well as continuance intentions, electronic word-of-mouth (eWOM), and online reviews as possible outcomes. Using the esports games' context and analyzing data from 290 gamers, the study utilized PLS-SEM using SmartPLS 3.3.9 to test the structural model. The results showed that the proposed playful-consumption experiences such as enjoyment, sensory experiences, emotional involvement, and arousal positively affect consumers’ esports game engagement. Furthermore, the results indicate the positive influence of esports game engagement on continuance intentions to play esports, eWOM and post online reviews. This study extends the esports gaming literature by examining both the antecedents and consequences of esports game engagement and provides valuable theoretical and practical implications.
| Original language | English |
|---|---|
| Article number | 101937 |
| Journal | Telematics and Informatics |
| Volume | 77 |
| DOIs | |
| State | Published - Feb 2023 |
Bibliographical note
Publisher Copyright:© 2023 Elsevier Ltd
Keywords
- Consumer videogame engagement
- Esports
- Online reviews
- Playful consumption experiences
- Uses and gratification theory
- eWOM
ASJC Scopus subject areas
- Communication
- Computer Networks and Communications
- Law
- Electrical and Electronic Engineering