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dc.contributor.authorZaib Abbasi, Amir-
dc.contributor.authorAlqahtani, Nasser-
dc.contributor.authorTsiotsou, Rodoula H.-
dc.contributor.authorRehman, Umair-
dc.contributor.authorHooi Ting, Ding-
dc.date.accessioned2023-01-13T07:57:12Z-
dc.date.available2023-01-13T07:57:12Z-
dc.date.issued2023-02-
dc.identifier10.1016/j.tele.2023.101937en_US
dc.identifier.issn0736-5853en_US
dc.identifier.urihttps://doi.org/10.1016/j.tele.2023.101937en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/1560-
dc.description.abstractThis 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.en_US
dc.language.isoenen_US
dc.sourceTelematics and Informaticsen_US
dc.subjectFRASCATI::Social sciencesen_US
dc.subjectFRASCATI::Social sciences::Economics and Businessen_US
dc.subject.otherEsportsen_US
dc.subject.otherOnline reviewsen_US
dc.subject.otherConsumer videogame engagementen_US
dc.subject.othereWOMen_US
dc.subject.otherUses and gratification theoryen_US
dc.subject.otherPlayful consumption experiencesen_US
dc.titleEsports as playful consumption experiences: Examining the antecedents and consequences of game engagementen_US
dc.typeArticleen_US
dc.contributor.departmentΤμήμα Οργάνωσης & Διοίκησης Επιχειρήσεωνen_US
local.identifier.volume77en_US
local.identifier.firstpage101937en_US
Εμφανίζεται στις Συλλογές: Τμήμα Οργάνωσης & Διοίκησης Επιχειρήσεων

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  Until 2025-01-31
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