“…Phenomenological in nature, the experiential view of consumption consists of fantasies, feelings, and fun as part of the exchange process, prominent in MMORPGs; this consumptive type is a subjective state where a variety of symbolic meanings, hedonic responses, and esthetic criteria are experienced and evaluated (Holbrook & Hirschman, 1982). Its prominence is apparent across a host of settings including evaluation of online information quality (Värlander, 2007), interactive museums and theme parks (Bigné, Mattila, & Andreu, 2008), casino gambling (Cotte, 1997), and online purchases (Andrews, Kiel, Drennan, Boyle, & Weerawardena, 2007), to mention a few. Moreover and germane here, video games offer a unique experiential consumptive experience, sated with emotional and cognitive responses (Holbrook et al, 1984), which help inform the tested path model.…”