Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement
Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement
Amir Zaib Abbasi, Nasser Alqahtani, Rodoula H. Tsiotsou, Umair Rehman, Ding Hooi Ting
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."
Reference
Abbasi, A. Z., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Ting, D. H. (2023). Esports as playful consumption experiences: examining the antecedents and consequences of game engagement. Telematics and Informatics, 77, 101937. https://www.sciencedirect.com/science/article/abs/pii/S0736585323000011
Keywords
esports, engagement, game