Abstract
The aim of the study is to propose a conceptual model which predicts consumer videogame engagement triggered by the playful-consumption experience of videogame-play. The proposed conceptual model is based on a review of past literature on experience and engagement in videogame studies. Moreover, this study employs the hedonic theory of consumption experience and the concept of consumer engagement in order to conceptualize and operationalize the construct of playful-consumption experience and consumer videogame engagement and accordingly, develops the conceptual model. Based on the conceptual model, this study has drawn related hypothesis. This study is unique in its investigation as it examines the idea of experience from the perspective of hedonic theory of consumption experience and whereas, engagement is studied from the previous work on consumer engagement. Besides, this conceptual model is new in the field of videogame literature that examines consumer videogame engagement and playful consumption experience concurrently and this model also predicts consumer videogame engagement that is provoked by the playfulconsumption experience of videogame play.
| Original language | English |
|---|---|
| Title of host publication | Entertainment Computing - 15th IFIP TC 14 International Conference, ICEC 2016, Proceedings |
| Editors | Rainer Malaka, Günter Wallner, Hyun-Seung Yang, Helmut Hlavacs, Simone Kriglstein, Artur Lugmayr |
| Publisher | Springer Verlag |
| Pages | 126-134 |
| Number of pages | 9 |
| ISBN (Print) | 9783319460994 |
| DOIs | |
| State | Published - 2016 |
| Externally published | Yes |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
|---|---|
| Volume | 9926 LNCS |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Bibliographical note
Publisher Copyright:© IFIP International Federation for Information Processing 2016.
Keywords
- Affective and behavioral engagement
- Cognitive
- Consumer engagement
- Consumer videogame engagement
- Emotional experience
- Engagement
- Experience
- Hedonic consumption experience
- Imaginal experience
- Playful consumption experience
- Sensory experience
ASJC Scopus subject areas
- Theoretical Computer Science
- General Computer Science