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https://ruomo.lib.uom.gr/handle/7000/1560
Πλήρης εγγραφή μεταδεδομένων
Πεδίο DC | Τιμή | Γλώσσα |
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dc.contributor.author | Zaib Abbasi, Amir | - |
dc.contributor.author | Alqahtani, Nasser | - |
dc.contributor.author | Tsiotsou, Rodoula H. | - |
dc.contributor.author | Rehman, Umair | - |
dc.contributor.author | Hooi Ting, Ding | - |
dc.date.accessioned | 2023-01-13T07:57:12Z | - |
dc.date.available | 2023-01-13T07:57:12Z | - |
dc.date.issued | 2023-02 | - |
dc.identifier | 10.1016/j.tele.2023.101937 | en_US |
dc.identifier.issn | 0736-5853 | en_US |
dc.identifier.uri | https://doi.org/10.1016/j.tele.2023.101937 | en_US |
dc.identifier.uri | https://ruomo.lib.uom.gr/handle/7000/1560 | - |
dc.description.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. | en_US |
dc.language.iso | en | en_US |
dc.source | Telematics and Informatics | en_US |
dc.subject | FRASCATI::Social sciences | en_US |
dc.subject | FRASCATI::Social sciences::Economics and Business | en_US |
dc.subject.other | Esports | en_US |
dc.subject.other | Online reviews | en_US |
dc.subject.other | Consumer videogame engagement | en_US |
dc.subject.other | eWOM | en_US |
dc.subject.other | Uses and gratification theory | en_US |
dc.subject.other | Playful consumption experiences | en_US |
dc.title | Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement | en_US |
dc.type | Article | en_US |
dc.contributor.department | Τμήμα Οργάνωσης & Διοίκησης Επιχειρήσεων | en_US |
local.identifier.volume | 77 | en_US |
local.identifier.firstpage | 101937 | en_US |
Εμφανίζεται στις Συλλογές: | Τμήμα Οργάνωσης & Διοίκησης Επιχειρήσεων |
Αρχεία σε αυτό το Τεκμήριο:
Αρχείο | Περιγραφή | Μέγεθος | Μορφότυπος | |
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ARTICLE PREPUBLICATION PROOFS.pdf Until 2025-01-31 | 735,98 kB | Adobe PDF | Προβολή/Ανοιγμα Αίτηση αντιτύπου |
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