2017
DOI: 10.1007/978-3-319-66715-7_32
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Playful-Consumption Experience in Digital Game Playing: A Scale Development

Abstract: This paper intends to develop a scale to measure a videogame player's emotional, sensory, and imaginal experiences in digital gaming. We first define the construct of playful-consumption experience in videogame playing and accordingly, develop a scale for measuring playful experiences in videogames. We collected the data of 225 valid respondents which were further analyzed through exploratory factor analysis (EFA) and reliability analysis. The results of EFA and reliability analysis reported that the loaded it… Show more

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Cited by 7 publications
(6 citation statements)
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“…We designed, adapted and modified the study questionnaire from previously validated scales to fit into this study's context. For instance, the items measuring the playfulconsumption experiences comprising fantasy, escapism, role-projection, emotional involvement, enjoyment, arousal and sensory experience were adapted from Abbasi et al (2017Abbasi et al ( , 2019a. In contrast, behavioral intention and usage behavior were adapted from Wu and Holsapple (2014).…”
Section: Study Participants Measure and Data Collectionmentioning
confidence: 99%
“…We designed, adapted and modified the study questionnaire from previously validated scales to fit into this study's context. For instance, the items measuring the playfulconsumption experiences comprising fantasy, escapism, role-projection, emotional involvement, enjoyment, arousal and sensory experience were adapted from Abbasi et al (2017Abbasi et al ( , 2019a. In contrast, behavioral intention and usage behavior were adapted from Wu and Holsapple (2014).…”
Section: Study Participants Measure and Data Collectionmentioning
confidence: 99%
“…In VR games, which can also be considered hedonic activities, pleasure is one of the important factors in the psychological well-being of individuals (Bronner et al, 2016;Wooden, 2018). On this basis, the satisfaction and pleasure of the consumers in VR games, which can also be thought of as forms of hedonic consumption, may have a positive effect on their intention to purchase (Abbasi et al, 2019(Abbasi et al, , 2017(Abbasi et al, , 2015.…”
Section: Discussionmentioning
confidence: 99%
“…Section 1 comprised age, gender, education and average time spent on TikTok app. Section 2 incorporated the playful consumption/hedonic consumption experience model adapted from Abbasi et al (2017Abbasi et al ( , 2019a, which captures three main experiences (imaginal, emotional and sensory). Imaginal experience was assessed through three first-order factors (escapism, role projection and fantasy), and emotional experience was measured through three lower-order dimensions (enjoyment, arousal and emotional involvement).…”
Section: Methodsmentioning
confidence: 99%