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 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.
| Original language | English |
|---|---|
| Article number | 102892 |
| Journal | Journal of Retailing and Consumer Services |
| Volume | 65 |
| DOIs | |
| State | Published - Mar 2022 |
Bibliographical note
Publisher Copyright:© 2021 Elsevier Ltd
Keywords
- Consumer attitude
- Esports games
- Hedonic consumption
- PUBG games
- Theory of planned behavior
- Videogaming
ASJC Scopus subject areas
- Marketing