Abstract
This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on using 442 valid cases. WarpPLS 5.0 was used to analyze the PLS-SEM analysis. The results of measurement model for playful-consumption experience and consumer videogame engagement were sound and revealed a higher-order formative construct. Moreover, the findings of the structural model showed that playful-consumption experience has a significant positive influence on consumer videogame engagement. This study is unique in the field of digital games and consumer behavior studies because the study has empirically investigated the impact of playful-consumption experience on predicting consumer videogame engagement.
| Original language | English |
|---|---|
| Title of host publication | HCI in Games - 1st International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings |
| Editors | Xiaowen Fang |
| Publisher | Springer Verlag |
| Pages | 85-104 |
| Number of pages | 20 |
| ISBN (Print) | 9783030226015 |
| DOIs | |
| State | Published - 2019 |
| Externally published | Yes |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
|---|---|
| Volume | 11595 LNCS |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Bibliographical note
Publisher Copyright:© 2019, Springer Nature Switzerland AG.
Keywords
- Behaviorism paradigm (S-R model)
- Consumer videogame engagement and PLS-SEM approach
- Playful-consumption experience
ASJC Scopus subject areas
- Theoretical Computer Science
- General Computer Science