2017
DOI: 10.1108/itp-01-2016-0003
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Smartphone chronic gaming consumption and positive coping practice

Abstract: Abstract:Purpose -Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice.Design/methodology/approach -Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings -The findings reveal how the chronic consumption of games al… Show more

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Cited by 8 publications
(6 citation statements)
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“…Some individuals have been motivated to seek platforms containing social networks (Bansler & Havn, 2004 ; Loiacono & McCoy, 2018 ; Seo et al, 2018 ) to maintain connections with friends and family under Covid‐19 conditions. Thus, various groups of individuals will generate different emotional responses and actions towards the same online communication channel (de Kervenoael et al, 2017 ). In the event of service failures, a negative experience with one communication channel can negatively impact a customer's perceptions of the service experience as a whole (Patten et al, 2020 ).…”
Section: Theoretical Underpinningmentioning
confidence: 99%
“…Some individuals have been motivated to seek platforms containing social networks (Bansler & Havn, 2004 ; Loiacono & McCoy, 2018 ; Seo et al, 2018 ) to maintain connections with friends and family under Covid‐19 conditions. Thus, various groups of individuals will generate different emotional responses and actions towards the same online communication channel (de Kervenoael et al, 2017 ). In the event of service failures, a negative experience with one communication channel can negatively impact a customer's perceptions of the service experience as a whole (Patten et al, 2020 ).…”
Section: Theoretical Underpinningmentioning
confidence: 99%
“…Satisfaction and self-efficacy also significantly influence continuance use intention (Susanto et al , 2016). According to Kervenoael et al (2017), consumption anecdotes of smartphone games, indeed when the play is inadequate, lead to the association of three cognitive structures through which primary coping means work: the market-generated, social being and citizen frames.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The survey respondents are drawn from tourists who have visited the Aquarium at least once in the past three years and have smartphones. The requirement of smartphones is included because smartphones can provide access to novel gaming consumption behaviors (de Kervenoael et al, 2017). The comment by de Kervenoael et al (2017) of the impact of digital devices and their services on the temporal acceleration of day-to-day activities is also valid in Taiwan.…”
Section: Intention To Play Game (G(intention))mentioning
confidence: 99%
“…The requirement of smartphones is included because smartphones can provide access to novel gaming consumption behaviors (de Kervenoael et al, 2017). The comment by de Kervenoael et al (2017) of the impact of digital devices and their services on the temporal acceleration of day-to-day activities is also valid in Taiwan. In addition, it is very common for Taiwanese to use the smartphone to play game.…”
Section: Intention To Play Game (G(intention))mentioning
confidence: 99%