2021
DOI: 10.1109/access.2021.3053207
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The Role of Personality Factors Influencing Consumer Video Game Engagement in Young Adults: A Study on Generic Games

Abstract: 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 Mo… Show more

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Cited by 12 publications
(13 citation statements)
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“…In other words, they sum up game flow as a collection of many positive rewarding aspects of player experience. In this study we chose to map Co-presence [12], Flow, Sensory and imaginative immersion, Behavioral involvement, social presence [13], [14], Cognitive engagement (Conscious Attention & Absorption) and Behavioral engagement (Social connectedness & Interaction) [15], [16]. Our goal was to explore the aspects of player experience that influence or might result into emergence of collaborative flow with avid gamers.…”
Section: Evaluating Flow With Psychometric Questionnairesmentioning
confidence: 99%
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“…In other words, they sum up game flow as a collection of many positive rewarding aspects of player experience. In this study we chose to map Co-presence [12], Flow, Sensory and imaginative immersion, Behavioral involvement, social presence [13], [14], Cognitive engagement (Conscious Attention & Absorption) and Behavioral engagement (Social connectedness & Interaction) [15], [16]. Our goal was to explore the aspects of player experience that influence or might result into emergence of collaborative flow with avid gamers.…”
Section: Evaluating Flow With Psychometric Questionnairesmentioning
confidence: 99%
“…English versions of the questionnaires were used. Short co-presence questionnaire by [12], game experience questionnaire (GEQ) [13], [14] and a more recent questionnaire the consumer videogame engagement scale (CVES) by Abbasi et al [15], [16]. Categories perceived relevant to the concept of collaborative flow were chosen.…”
Section: B Survey Structurementioning
confidence: 99%
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“…Video games are one of the most popular forms of leisure activities, especially for youth (as well as other age groups) across the world [ 1 ]. The video gaming industry has come a long way since first video game, Atari, which was launched in 1972 [ 2 ].…”
Section: Introductionmentioning
confidence: 99%
“…Our study will contribute to the literature in a number of ways. First, prior studies have not accounted for engagement factors that lead to addiction [ 1 , 28 , 29 ]. Our study adds value to this overarching literature as we uncover how engagement factors influence addiction in video games.…”
Section: Introductionmentioning
confidence: 99%