Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
research-article

Esports as playful consumption experiences: : Examining the antecedents and consequences of game engagement

Published: 01 February 2023 Publication History

Highlights

Playful consumption experiences influence esports game engagement.
Esports engagement positively impacts continuance intentions to play.
Esports engagement positively influences eWOM behavior.
Esports engagement positively influences posting online reviews.
Uses and gratification theory explain esports consumption experiences.

Abstract

This study aims to propose and test a conceptual model identifying playful-consumption experiences (i.e., role-projection, fantasy, escapism, enjoyment, sensory experiences, emotional involvement, and arousal) as potential drivers of consumer esports videogame engagement as well as continuance intentions, electronic word-of-mouth (eWOM), and online reviews as possible outcomes. Using the esports games' context and analyzing data from 290 gamers, the study utilized PLS-SEM using SmartPLS 3.3.9 to test the structural model. The results showed that the proposed playful-consumption experiences such as enjoyment, sensory experiences, emotional involvement, and arousal positively affect consumers’ esports game engagement. Furthermore, the results indicate the positive influence of esports game engagement on continuance intentions to play esports, eWOM and post online reviews. This study extends the esports gaming literature by examining both the antecedents and consequences of esports game engagement and provides valuable theoretical and practical implications.

References

[1]
A.Z. Abbasi, Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach, EuroMed Journal of Business(ahead-of-print) (2022),.
[2]
A.Z. Abbasi, D.H. Ting, H. Hlavacs, L.V. Costa, A.I. Veloso, An empirical validation of consumer video game engagement: A playful-consumption experience approach, Entertainment Computing 29 (2019) 43–55,.
[3]
A.Z. Abbasi, S. Nisar, U. Rehman, D.H. Ting, Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports, Frontiers in Psychology 11 (2020) 1831.
[4]
A.Z. Abbasi, M. Asif, L.D. Hollebeek, J.U. Islam, D.H. Ting, U. Rehman, The effects of consumer esports videogame engagement on consumption behaviors, Journal of Product & Brand Management 30 (8) (2021) 1194–1211,.
[5]
A.Z. Abbasi, U. Rehman, M.S. Fayyaz, D.H. Ting, M.U. Shah, R. Fatima, Using the playful consumption experience model to uncover behavioral intention to play Multiplayer Online Battle Arena (MOBA) games, Data Technologies and Applications 56 (2) (2021) 223–246.
[6]
M. Aydede, How to unify theories of sensory pleasure: An adverbialist proposal, Review of Philosophy and Psychology 5 (1) (2014) 119–133.
[7]
V.A. Badrinarayanan, J.J. Sierra, K.M. Martin, A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs), Journal of Business Research 68 (5) (2015) 1045–1052.
[8]
F. Bányai, M.D. Griffiths, O. Király, Z. Demetrovics, The psychology of esports: A systematic literature review, Journal of Gambling Studies 35 (2) (2019) 351–365.
[9]
J.-M. Becker, K. Klein, M. Wetzels, Hierarchical latent variable models in PLS-SEM: guidelines for using reflective-formative type models, Long Range Planning 45 (5) (2012) 359–394.
[10]
R.J. Brodie, L.D. Hollebeek, B. Jurić, A. Ilić, Customer engagement: Conceptual domain, fundamental propositions, and implications for research, Journal of Service Research 14 (3) (2011) 252–271.
[11]
R.J. Brodie, J.A. Fehrer, E. Jaakkola, J. Conduit, Actor engagement in networks: Defining the conceptual domain, Journal of Service Research 22 (2) (2019) 173–188.
[12]
K.A. Brown, A.C. Billings, B. Murphy, L. Puesan, Intersections of fandom in the age of interactive media: eSports fandom as a predictor of traditional sport fandom, Communication & Sport 6 (4) (2018) 418–435.
[13]
T. Burke, Can a table stand on one leg? critical and ludological thoughts on Star Wars: Galaxies, Game Studies 5 (1) (2005) 1–15.
[14]
C. Chen, L. Leung, Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction, Telematics and Informatics 33 (4) (2016) 1155–1166.
[15]
C.F. Chow, C.H.W. Cheung, L.M.Y. So, Factors Influencing Gambling Behavior Among Employees in Macau Gambling Industry, Journal of Gambling Studies 38 (1) (2022) 87–121.
[16]
S.-C. Chu, Y. Kim, Determinants of consumer engagement in electronic word-of-mouth (eWOM) in social networking sites, International journal of Advertising 30 (1) (2011) 47–75.
[17]
Dentsu. (2022). The Rise of Gaming: Consumer Sentiment Study: U.S. consumer expectations and implications for brands. Available at https://assets-eu-01.kc-usercontent.com/27bd3334-62dd-01a3-d049-720ae980f906/b559283d-16c8-40fd-86c7-e78cb9b06125/Dentsu%20Navigator%20Rise%20of%20Gaming%20January%202022.pdf .
[18]
J. Dormans, On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules, Game Studies 6 (1) (2006).
[19]
N.A. Douse, I.C. McManus, The personality of fantasy game players, British Journal of Psychology 84 (4) (1993) 505–509.
[20]
I. Etikan, S.A. Musa, R.S. Alkassim, Comparison of convenience sampling and purposive sampling, American Journal of Theoretical and Applied Statistics 5 (1) (2016) 1–4.
[21]
F. Faul, E. Erdfelder, A.-G. Lang, A. Buchner, G* Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences, Behavior Research Methods 39 (2) (2007) 175–191.
[22]
C. France, B. Merrilees, D. Miller, An integrated model of customer-brand engagement: Drivers and consequences, Journal of Brand Management 23 (2) (2016) 119–136.
[23]
S. Gupta, A. Pansari, V. Kumar, Global customer engagement, Journal of International Marketing 26 (1) (2018) 4–29.
[24]
J.F. Hair Jr, G.T.M. Hult, C. Ringle, M. Sarstedt, A primer on partial least squares structural equation modeling (PLS-SEM), Sage (2016) Publications.
[25]
J.F. Hair, J.J. Risher, M. Sarstedt, C.M. Ringle, When to use and how to report the results of PLS-SEM, European Business Review 31 (1) (2019) 2–24.
[26]
J.F. Hair Jr, M.C. Howard, C. Nitzl, Assessing measurement model quality in PLS-SEM using confirmatory composite analysis, Journal of Business Research 109 (2020) 101–110.
[27]
R. Hall, K. Baird, Improving computer game narrative using Polti ratios, Game Studies 8 (1) (2008).
[28]
J. Hamari, M. Sjöblom, What is eSports and why do people watch it?, Internet Research 27 (2) (2017) 211–232.
[29]
P. Harrigan, U. Evers, M.P. Miles, T. Daly, Customer engagement and the relationship between involvement, engagement, self-brand connection and brand usage intent, Journal of Business Research 88 (2018) 388–396.
[30]
B.R. Haugh, B. Watkins, Tag me, tweet me if you want to reach me: An investigation into how sports fans use social media, International Journal of Sport Communication 9 (3) (2016) 278–293.
[31]
D.P. Hedlund, A typology of esport players, Journal of Global Sport Management (2021) 1–18.
[32]
T. Henning-Thurau, K.P. Gwinner, G. Walsh, D.D. Gremler, Electronic word-of-mouth via consumer-opinion platforms: what motivates consumers to articulate themselves on the internet, Journal of Interactive Marketing 18 (1) (2004) 38–52.
[33]
J. Henseler, C.M. Ringle, M. Sarstedt, A new criterion for assessing discriminant validity in variance-based structural equation modeling, Journal of the Academy of Marketing Science 43 (1) (2015) 115–135.
[34]
E.C. Hirschman, Predictors of self-projection, fantasy fulfillment, and escapism, The Journal of Social Psychology 120 (1) (1983) 63–76.
[35]
E.C. Hirschman, M.B. Holbrook, Hedonic consumption: emerging concepts, methods and propositions, Journal of Marketing 46 (3) (1982) 92–101.
[36]
M.B. Holbrook, E.C. Hirschman, The experiential aspects of consumption: Consumer fantasies, feelings, and fun, Journal of Consumer Research 9 (2) (1982) 132–140.
[37]
M.B. Holbrook, R.W. Chestnut, T.A. Oliva, E.A. Greenleaf, Play as a consumption experience: The roles of emotions, performance, and personality in the enjoyment of games, Journal of Consumer Research (1984) 728–739.
[38]
L. Hollebeek, Exploring customer brand engagement: definition and themes, Journal of Strategic Marketing 19 (7) (2011) 555–573.
[39]
L.D. Hollebeek, A.Z. Abbasi, C.D. Schultz, D.H. Ting, V. Sigurdsson, Hedonic consumption experience in videogaming: A multidimensional perspective, Journal of Retailing and Consumer Services 65 (2022).
[40]
L.D. Hollebeek, T. Chen, Exploring positively-versus negatively-valenced brand engagement: a conceptual model, Journal of Product & Brand Management 23 (1) (2014) 62–74.
[41]
L.D. Hollebeek, J. Conduit, R.J. Brodie, Strategic drivers, anticipated and unanticipated outcomes of customer engagement, Journal of Marketing Management 32 (5–6) (2016) 393–398.
[42]
L.D. Hollebeek, R.K. Srivastava, T. Chen, SD logic–informed customer engagement: integrative framework, revised fundamental propositions, and application to CRM, Journal of the Academy of marketing Science 47 (1) (2019) 161–185.
[43]
D.B. Holt, How consumers consume: A typology of consumption practices, Journal of Consumer Research 22 (1) (1995) 1–16.
[44]
M. Huang, R. Ali, J. Liao, The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective, Computers in Human Behavior 75 (2017) 329–338.
[45]
Huston, C., Gracia B Cruz, A., & Zoppos, E. (2022). Dimensionalizing esports consumption: Alternative journeys to professional play.  Journal of Consumer Culture22(2), 456–475.  doi: 10.1177/1469540520982364.
[46]
S. Ibáñez-Sánchez, C. Orus, C. Flavian, Augmented reality filters on social media. Analyzing the drivers of playability based on uses and gratifications theory, Psychology & Marketing 39 (3) (2022) 559–578.
[47]
M. Igbaria, S. Parasuraman, J.J. Baroudi, A motivational model of microcomputer usage, Journal of Management Information Systems 13 (1) (1996) 127–143.
[48]
W.W. Jang, K.K. Byon, Antecedents of esports gameplay intention: Genre as a moderator, Computers in Human Behavior 109 (2020).
[49]
W.W. Jang, K.K. Byon, Antecedents and consequence associated with esports gameplay, International Journal of Sports Marketing and Sponsorship. 21 (1) (2020) 1–22,.
[50]
Y. Jang, E. Park, An adoption model for virtual reality games: The roles of presence and enjoyment, Telematics and Informatics 42 (2019).
[51]
Jennings, M. (2000, April). Theory and models for creating engaging and immersive ecommerce websites. In  Proceedings of the 2000 ACM SIGCPR conference on Computer personnel research  (pp. 77-85).
[52]
E. Katz, J.G. Blumler, M. Gurevitch, Uses and gratifications research, The Public Opinion Quarterly 37 (4) (1973) 509–523.
[53]
P. Kaur, A. Dhir, S. Chen, A. Malibari, M. Almotairi, Why do people purchase virtual goods? A uses and gratification (U&G) theory perspective, Telematics and Informatics 53 (2020).
[54]
I. Knez, M. El-Nasr, S. Niedenthal, P. Almeida, J. Zupko, Dynamic Lighting for Tension in Games, Game Studies 7 (1) (2007).
[55]
N. Kock, Common method bias in PLS-SEM: A full collinearity assessment approach, International Journal of e-Collaboration (IJeC) 11 (4) (2015) 1–10.
[56]
N. Kock, G. Lynn, Lateral collinearity and misleading results in variance-based SEM: An illustration and recommendations, Journal of the Association for Information Systems 13 (7) (2012).
[57]
Y.-C. Ku, R. Chen, H. Zhang, Why do users continue using social networking sites? An exploratory study of members in the United States and Taiwan, Information & Management 50 (7) (2013) 571–581.
[58]
H. Li, Y. Liu, X. Xu, J. Heikkilä, H. van der Heijden, Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games, Computers in Human Behavior 48 (2015) 261–272.
[59]
X. Liu, Q. Min, S. Han, Understanding users’ continuous content contribution behaviours on microblogs: An integrated perspective of uses and gratification theory and social influence theory, Behaviour & Information Technology 39 (5) (2020) 525–543.
[60]
F. Melodia, N. Canale, M.D. Griffiths, The role of avoidance coping and escape motives in problematic online gaming: A systematic literature review, International Journal of Mental Health and Addiction (2020) 1–27.
[61]
D. Menon, Purchase and continuation intentions of over-the-top (OTT) video streaming platform subscriptions: a uses and gratification theory perspective, Telematics and Informatics Reports 5 (2022).
[62]
P. Mudie, A. Cottam, R. Raeside, An Exploratory Study of Consumption Emotion in Services, The Service Industries Journal 23 (5) (2003) 84–106,.
[63]
T.S. Mueller, The recreational sport participation scale: development, testing and practical application, International Journal of Sport Management and Marketing 12 (3–4) (2012) 144–158.
[64]
O'Mahony, M. P., & Smyth, B. (2009, October). Learning to recommend helpful hotel reviews. In  Proceedings of the third ACM conference on Recommender systems  (pp. 305-308).
[65]
P. Parshakov, M. Zavertiaeva, Determinants of performance in eSports: A country-level analysis, International Journal of Sport Finance 13 (1) (2018) 34–51.
[66]
B. Patzer, B. Chaparro, J.R. Keebler, Developing a model of video game play: Motivations, satisfactions, and continuance intentions, Simulation & Gaming 51 (3) (2020) 287–309.
[67]
P.M. Podsakoff, S.B. MacKenzie, J.-Y. Lee, N.P. Podsakoff, Common method biases in behavioral research: a critical review of the literature and recommended remedies, Journal of Applied Psychology 88 (5) (2003) 879.
[68]
Pursell, C. (2020). Exclusive New Research: 80% of ESports Execs See this Challenging Period will Ultimately Benefit the Industry. . Available at https://www.eSportsbiz.com/exclusive-new-research-80-of-eSports-execs-see-this-challenging-period-will-ultimately-benefit-the-industry/ .
[69]
A.M. Rubin, Media uses and effects: A uses-and-gratifications perspective, in: Media Effects: Advances in Theory and Research, Lawrence Erlbaum Associates Inc., 1994, pp. 417–436.
[70]
T.M. Scholz, D. Vyugina, Looking into the future: What we are expecting from generation Z (Generations Z in Europe , Emerald Publishing Limited, 2019.
[71]
Y. Seo, S.-U. Jung, Beyond solitary play in computer games: The social practices of eSports, Journal of Consumer Culture 16 (3) (2016) 635–655.
[72]
Y. Seo, R. Dolan, M. Buchanan-Oliver, Playing games: advancing research on online and mobile gaming consumption, Internet Research 29 (2) (2019) 289–292.
[73]
J.L. Sherry, B.S. Greenberg, K. Lucas, K. Lachlan, Video game uses and gratifications as predictors of use and game preference, in: Playing Video Games, Routledge, 2012, pp. 248–262.
[74]
G. Shmueli, M. Sarstedt, J.F. Hair, J.-H. Cheah, H. Ting, S. Vaithilingam, C.M. Ringle, Predictive model assessment in PLS-SEM: guidelines for using PLSpredict, European Journal of Marketing 53 (11) (2019) 2322–2347.
[75]
T.F. Stafford, M.R. Stafford, L.L. Schkade, Determining uses and gratifications for the Internet, Decision Sciences 35 (2) (2004) 259–288.
[76]
F. Stenseng, J.M. Phelps, Passion for a sport activity, escapism, and affective outcomes: exploring a mediation model, Scandinavian Psychologist 3 (2016) e2.
[77]
T.W. Taris, S.R. Kessler, E.K. Kelloway, Strategies addressing the limitations of cross-sectional designs in occupational health psychology: What they are good for (and what not), Work & Stress 35 (1) (2021) 1–5.
[78]
R. Thakur, Customer engagement and online reviews, Journal of Retailing and Consumer Services 41 (2018) 48–59.
[79]
R.H. Tsiotsou, Investigating the role of enduring and situational involvement with the program context on advertising effectiveness, Journal of Marketing Communications 19 (2) (2013) 114–135,.
[80]
R.H. Tsiotsou, The social aspects of consumption as predictors of consumer loyalty: Online vs offline services, Journal of Service Management 27 (2) (2016) 91–116,.
[81]
R.H. Tsiotsou, Rate my firm: cultural differences in service evaluations, Journal of Services Marketing 33 (7) (2019) 815–836,.
[82]
R.H. Tsiotsou, Identifying value-creating aspects in luxury hotel services via third-party online reviews: a cross-cultural study, International Journal of Retail & Distribution Management 50 (2) (2022) 183–205,.
[83]
R.H. Tsiotsou, A. Boukis, In-home service consumption: A systematic review, integrative framework and future research agenda, Journal of Business Research 145 (2022) 49–64,.
[84]
Verizon. (2021). Look forward: The pandemic's impact over the last year and what's ahead. . Available at https://www.verizon.com/about/sites/default/files/2021-03/Look%20Forward%20Report.pdf .
[85]
S.D. Vivek, S.E. Beatty, R.M. Morgan, Customer engagement: Exploring customer relationships beyond purchase, Journal of Marketing Theory and Practice 20 (2) (2012) 122–146.
[86]
X. Wang, Z. Cheng, Cross-sectional studies: strengths, weaknesses, and recommendations, Chest 158 (1) (2020) S65–S71.
[87]
Weiss, T. 2008. Cultural influences on hedonic adoption behavior: Propositions regarding the adoption of competitive video and computer online gaming. DIGIT 2008 Proceedings. 7. https://aisel.aisnet.org/digit2008/7.
[88]
J. Wu, C. Holsapple, Imaginal and emotional experiences in pleasure-oriented IT usage: A hedonic consumption perspective, Information & Management 51 (1) (2014) 80–92.
[89]
M. Xiao, Factors influencing eSports viewership: An approach based on the theory of reasoned action, Communication & Sport 8 (1) (2020) 92–122.
[90]
N. Yee, Motivations for play in online games, CyberPsychology & behavior 9 (6) (2006) 772–775.
[91]
C.W. Yoo, G.L. Sanders, J. Moon, Exploring the effect of e-WOM participation on e-Loyalty in e-commerce, Decision Support Systems 55 (3) (2013) 669–678.
[92]
U.-G. Yoon, A quest for the legal identity of MMORPGs-from a computer game, back to a play association, Available at SSRN: Journal of Game Industry & Culture 10 (Fall) (2005) https://ssrn.com/abstract=905748.
[93]
M. Yoshida, B. Gordon, M. Nakazawa, R. Biscaia, Conceptualization and measurement of fan engagement: Empirical evidence from a professional sport context, Journal of Sport Management 28 (4) (2014) 399–417.
[94]
T.-F.-L. Yu, Innovation and coordination: a Schutzian perspective, Economics of Innovation and New Technology 12 (5) (2003) 397–412.
[95]
A. Zambardino, J. Goodfellow, Being'Affective'in Branding?, Journal of Marketing Management 23 (1–2) (2007) 27–37.
[96]
R.H. Τsiotsou, A Service Ecosystem Experience-Based Framework for Sport Marketing, The Service Industries Journal 36 (11–12) (2016) 478–509,.

Index Terms

  1. Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement
      Index terms have been assigned to the content through auto-classification.

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image Telematics and Informatics
      Telematics and Informatics  Volume 77, Issue C
      Feb 2023
      127 pages

      Publisher

      Pergamon Press, Inc.

      United States

      Publication History

      Published: 01 February 2023

      Author Tags

      1. Esports
      2. Playful consumption experiences
      3. Uses and gratification theory
      4. Consumer videogame engagement
      5. eWOM
      6. Online reviews

      Qualifiers

      • Research-article

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 0
        Total Downloads
      • Downloads (Last 12 months)0
      • Downloads (Last 6 weeks)0
      Reflects downloads up to 25 Oct 2024

      Other Metrics

      Citations

      View Options

      View options

      Get Access

      Login options

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media