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Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study

机译:S-R模型视角下的娱乐性消费体验和消费者电子游戏参与度:一项实证研究

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This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on using 442 valid cases. WarpPLS 5.0 was used to analyze the PLS-SEM analysis. The results of measurement model for playful-consumption experience and consumer videogame engagement were sound and revealed a higher-order formative construct. Moreover, the findings of the structural model showed that playful-consumption experience has a significant positive influence on consumer videogame engagement. This study is unique in the field of digital games and consumer behavior studies because the study has empirically investigated the impact of playful-consumption experience on predicting consumer videogame engagement.
机译:这项研究旨在实证研究嵌套在行为主义范式中的概念模型。该模型假定,消费者的电子游戏参与是通过数字游戏的娱乐性消费体验触发的。为了验证模型,本研究收集了来自460个青少年视频游戏用户的数据,随后使用442个有效案例对其进行了分析。使用WarpPLS 5.0进行PLS-SEM分析。娱乐性消费体验和消费者视频游戏参与度的测量模型的结果是合理的,并揭示了较高阶的形成性构造。此外,结构模型的结果表明,娱乐性消费体验对消费者视频游戏的参与度具有显着的积极影响。这项研究在数字游戏和消费者行为研究领域中是独一无二的,因为该研究从经验上调查了娱乐性消费体验对预测消费者视频游戏参与度的影响。

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