PurposePlaying video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional and sensory experiences, are investigated through an integration of the hedonic consumption model, Technology Acceptance Model (TAM) and Uses and Gratification Theory (UGT).Design/methodology/approachThe study analyses a sample of 292 MOBA game players using the PLS-SEM model. The study comprises two stages; in the first stage, an estimation model was used to test the constructs' quality and legitimacy. In the second stage, we assessed the theoretical model to test the relationship between the principle constructs.FindingsThe study found that factors related to emotional experiences, namely enjoyment, emotional involvement, and arousal, led to greater intention to play MOBA games. Similarly, two factors related to imaginal experiences, escapism and role projection, also positively impacted while fantasy carried a negative impact. The study also found that sensory experiences had a significant positive impact on the intention to play MOBA games. Lastly, a positive correlation was also found between the intention to use and usage behavior in MOBA games.Originality/valueThis study contributes to the theoretical understanding of the playful-consumption experiences of pleasure-oriented information systems (I.S.) that is MOBA games that derive behavioral intention to play MOBA games, which in turn determines the usage behavior of MOBA players. The study also incorporates the uses and gratification theory to uncover the needs and experiences that trigger MOBA games' behavioral intention and its further impact on gamers' usage behavior. The study also presents useful insights for game developers and other relevant stakeholders in game development.
Background:The global spread of COVID-19 makes Pakistan as vulnerable as any other developing country and the risk posed by the weak health system increases the fears in people's minds. The government is strategically expanding the scope of community ownership and increasing understanding in the population through risk communication and engagement; still, the situation remains very austere and is even affecting the psychological health of caregivers. We, therefore, sought to determine the impact of psychosocial job demands and resources associated with the psychological health of nurses in a time lag duration of 3 months, i.e., since the start of the pandemic, from January to March 2020. We hypothesized the significant mediating roles of stress and eustress in a direct relationship with psychosocial work environment job demands, job resources, and nurses' wellbeing.Methods: In this cross-sectional self-administrated study, we distributed the survey in two parts by using a time-lag strategy to collect data at the start of pandemic (Time 1) and then again 3 months later (Time 2). Data on 53 items was collected from 208 female nurses who had participated in both the time phases and met the eligibility protocols of the study (such as being certified female nurses who have a registration number (RN) through the Pakistan Nursing Council (PNC), having 4 years of a generic nursing degree, and 2 years of nursing experience).Findings: We have achieved three stages through our analytic study on the nurses' samples to determine the predictive abilities for the quality of the psychosocial work environment model. The coefficient of determination is R2, while the effect size is f2. We found 29.0% variance, 0.05 and 0.03 effect size, and 0.153 predictive abilities on stress as explained by job demands, and 53.4% variance, 0.19 and 0.39 effect size, and 0.275
This study aims to investigate the impact of personality dimensions on consumer videogame engagement. We distributed the study questionnaire to gamers aged 16-19 years and managed to get threehundred-and-eighty valid respondents who provided data in the form of a self-report using HEXACO-100 items and consumer videogame engagement constructs. WarpPLS 7.0 version was employed and the impact of personality dimensions on consumer videogame engagement was assessed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Our findings indicate that personality traits such as consciousness and extraversion impact consumer videogame engagement, whereas agreeableness, emotionality, openness-to-experience, and honesty-humility do not. Our study explores the utility of the HEXACO-100 item to assess the personality factors that can predict consumer videogame engagement. The paper discusses the results and offers the practical and theoretical implications of our findings.
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