An empirical validation of consumer video game engagement: A playful-consumption experience approach

被引:51
作者
Abbasi, Amir Zaib [1 ]
Ting, Ding Hooi [2 ]
Hlavacs, Helmut [3 ]
Costa, Liliana Vale [4 ]
Veloso, Ana Isabel [4 ]
机构
[1] Shaheed Zulfiqar Ali Bhutto Inst Sci & Technol, Islamabad, Pakistan
[2] Univ Teknol PETRONAS, Dept Management & Humanities, Perak Darul Ridzuan, Malaysia
[3] Univ Vienna, Res Grp Entertainment Comp, Vienna, Austria
[4] Univ Aveiro, Digimedia Res Grp, Aveiro, Portugal
关键词
Imaginal experience; Emotional experience; Sensory experience; Affective engagement; Cognitive engagement; Behavioural engagement; PLS-SEM approach; HEDONIC CONSUMPTION; CUSTOMER ENGAGEMENT; IMMERSION; SCALE; SEM; PERFORMANCE; MODELS; VALUES;
D O I
10.1016/j.entcom.2018.12.002
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were useable. This study employed the WarpPLS 5.0 software to perform the Partial Least Squares-Structural Equation Modelling (PLS-SEM) analysis. The results of the measurement model on playful-consumption experience and consumer video game engagement support that both imaginal and emotional experience and cognitive, affective and behavioural engagement were reliable and valid as second-order formative constructs. Moreover, the findings of the structural model support that playful-consumption experiences such as imaginal, emotional, and sensory experience positively influence the prediction of cognitive, affective and behavioural states of consumer video game engagement. This study pioneers the field of digital game studies that have empirically validated a conceptual model predicting multiple states of the player's engagement in video game playing that is triggered through various playful experiences of a digital game.
引用
收藏
页码:43 / 55
页数:13
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