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1 – 10 of over 7000Amir Zaib Abbasi, Natasha Ayaz, Sana Kanwal, Mousa Albashrawi and Nadine Khair
TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism…
Abstract
Purpose
TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism, enjoyment, role projection, sensory, arousal and emotional involvement) of the TikTok app determine users' intention to use the app and its resulting impact on the actual usage behavior remains limited in the information systems literature, especially featuring the hedonic consumption perspective in entertainment industry.
Design/methodology/approach
This study employs uses & gratification theory to answer the “why” via predicting the role of hedonic consumption experiences that serve as gratifications to trigger technology acceptance behavior (especially, in form of users' behavioral intention to use the TikTok app and its further impact on usage behavior). This study utilizes the partial least squares-structural equation modeling approach to perform data analyses on 258 TikTok app users.
Findings
Our results provide a strong support such that users' playful consumption experiences (i.e. escapism, role projection, arousal, sensory experience and enjoyment) positively influence their intention to use the TikTok app and its resultant effect on users' actual usage of the app. In contrast, fantasy and emotional involvement fail to influence users' intention to use the TikTok app.
Originality/value
To the best of our knowledge, our investigation is one of the first studies to apply the hedonic consumption experiences as potential gratifications that derive users' intention and its subsequent influence on the actual usage of the TikTok app. Our study results would assist marketing and brand managers to redefine approaches and tactics to create effective strategies that implement essential determinants to increase behavioral intention among entertainment service providers.
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Masayuki Yoshida, Jeffrey D James and J. Joseph Cronin
Throughout this study, the authors sought to identify the antecedents and consequences of a multi-dimensional consumption-value construct. Data were collected from sports…
Abstract
Throughout this study, the authors sought to identify the antecedents and consequences of a multi-dimensional consumption-value construct. Data were collected from sports spectators in Japan (n=372) and the United States (n=396). The results indicate that three quality dimensions (functional, technical and aesthetic quality) have a significant impact on their respective value dimensions in the context of sporting events. Moreover, the constructs of entertainment and community prestige have positive effects on customers' behavioural intentions.
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Amir Zaib Abbasi, Umair Rehman, Muhammad Shahzeb Fayyaz, Ding Hooi Ting, Muhammad Umair Shah and Ramsha Fatima
Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle…
Abstract
Purpose
Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional and sensory experiences, are investigated through an integration of the hedonic consumption model, Technology Acceptance Model (TAM) and Uses and Gratification Theory (UGT).
Design/methodology/approach
The study analyses a sample of 292 MOBA game players using the PLS-SEM model. The study comprises two stages; in the first stage, an estimation model was used to test the constructs' quality and legitimacy. In the second stage, we assessed the theoretical model to test the relationship between the principle constructs.
Findings
The study found that factors related to emotional experiences, namely enjoyment, emotional involvement, and arousal, led to greater intention to play MOBA games. Similarly, two factors related to imaginal experiences, escapism and role projection, also positively impacted while fantasy carried a negative impact. The study also found that sensory experiences had a significant positive impact on the intention to play MOBA games. Lastly, a positive correlation was also found between the intention to use and usage behavior in MOBA games.
Originality/value
This study contributes to the theoretical understanding of the playful-consumption experiences of pleasure-oriented information systems (I.S.) that is MOBA games that derive behavioral intention to play MOBA games, which in turn determines the usage behavior of MOBA players. The study also incorporates the uses and gratification theory to uncover the needs and experiences that trigger MOBA games' behavioral intention and its further impact on gamers' usage behavior. The study also presents useful insights for game developers and other relevant stakeholders in game development.
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Katherine Taken Smith and Austin Pinkerton
The purpose of this paper is to examine the apartment preferences of American and Asian college students, the sources of information they use when searching for an apartment and…
Abstract
Purpose
The purpose of this paper is to examine the apartment preferences of American and Asian college students, the sources of information they use when searching for an apartment and the media that influence their buying decision. This study examines determinant criteria in conjunction with the theory of consumption values and utilitarian versus hedonic attributes.
Design/methodology/approach
Data was collected from multiple apartment complexes in a metropolitan area of approximately 250,000 people with over 70,000 college students. All residents of the apartment complexes were asked to answer an online questionnaire. From those questionnaires, a total of 865 qualified to be in the sample for this research study. Qualification depended on the respondent being a college student and of either American or Asian nationality.
Findings
The apartment attributes that are found to be determinant criteria for college students are categorized according to whether they provide utilitarian or hedonic value. These two values relate to the functional and emotional values within the theory of consumption values. The majority of the apartment attributes identified as determinant criteria provide utilitarian value. Specific apartment attributes are described in the paper. The main apartment attributes for which Asian students differ from Americans center on the Asians’ desire for security and accessibility to where they want to go.
Practical implications
With a rising number of people renting instead of buying a home, apartment complexes continue to multiply. The majority of renters are single persons, thus, the majority of apartments should be designed to appeal to the preferences of singles. College students, both native and international, are part of this coveted consumer market. Hence, developers and marketers would be wise to consider the housing preferences of college students.
Originality/value
This paper contributes original information in two areas pertaining to the development and marketing of apartments: the preferences of American college students and the preferences of Asian college students.
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Given an increasingly volatile and competitive fashion environment, the purpose of this paper is to qualitatively explore current consumer behaviour and psychological perspectives…
Abstract
Purpose
Given an increasingly volatile and competitive fashion environment, the purpose of this paper is to qualitatively explore current consumer behaviour and psychological perspectives of luxury in women's undergarment fashion purchasing, with specific examination of whether this under‐investigated area of discrete or inconspicuous fashion appraisal is consistent with other luxury purchases.
Design/methodology/approach
The study employs an interesting methodological approach using multiple qualitative techniques including research interviews, group forums, and narrative capture, to investigate women's undergarment purchasing in a changing fashion environment in relation to the issues of branding, self‐image, perceived self‐image, motivational perspectives, and consumer behaviour, as identified by 119 female consumers aged between 18 and 60.
Findings
This study supports in part previous research that indicated consumer behaviour is determined by the congruency between the consumer's self‐image and the consumer's image of brands, although early research suggested this only applied to conspicuous products and social consumption. The current study confirms the self‐image link in the area of inconspicuous fashion, and strongly relates inconspicuous products consumed privately to self‐esteem and perceived sexy self.
Practical implications
The findings indicate that for intimate apparel marketing to be effective and credible, the marketed fashion items, and actions taken by designers, and retailers need to be consistent with the consumer's personal style, value perceptions, and self‐image.
Originality/value
This research examines several neglected areas in fashion and consumption research, and contributes to our understanding of key motivational elements important in the consumption of inconspicuous fashion, and the relationship of self‐image to inconspicuous consumption.
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Neena Sinha, Sanjay Dhingra, Ritu Sehrawat, Varnika Jain and Himanshu Himanshu
The emergence of virtual reality (VR) has the potential to revolutionize various industries, including tourism, as it delivers a simulated environment that closely emulates…
Abstract
Purpose
The emergence of virtual reality (VR) has the potential to revolutionize various industries, including tourism, as it delivers a simulated environment that closely emulates real-life experiences. Therefore, this study aims to explore how the factors, i.e. enjoyment, emotional involvement, flow state, perceived privacy risk, physical risk and cost, influence the customers’ intention to use VR for tourism.
Design/methodology/approach
This study integrates the technology acceptance model, hedonic consumption theory with other factors, including cognitive response, authenticity, perceived privacy risk, perceived physical risk, perceived cost and perceived presence. Partial least squares structural equation modelling approach was used to test the proposed research model.
Findings
The finding based on the sample of 252 respondents revealed that authenticity is the most influential factor impacting behavior intention followed by perceived cost, attitude, cognitive response and enjoyment. Also, the study supported the moderating impact of personal innovativeness between attitude and behavioral intention to use VR for tourism.
Practical implications
The findings of the study offers practical implications for service providers, site managers, destination marketers, tourist organizations and policymaker to develop more effective strategies for offering VR services for tourism.
Originality/value
This study enriches the current understanding of VR adoption in context of tourism with empirical evidences.
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Shaifali Chauhan, Richa Banerjee, Chinmay Chakraborty, Mohit Mittal, Atul Shiva and Vinayakumar Ravi
This study aims to investigate the shopping behaviour of consumers, mainly in fashion apparels, and intends to understand consumer buying patterns in Indian context. The study was…
Abstract
Purpose
This study aims to investigate the shopping behaviour of consumers, mainly in fashion apparels, and intends to understand consumer buying patterns in Indian context. The study was designed to determine the level of consumer's sense of belonging towards apparel shopping by applying the concept of self-congruence.
Design/methodology/approach
The study used variance-based partial least squares structural equational modelling (PLS-SEM) on a cross-sectional study conducted on 569 consumers. The study was conducted by using questionnaire to collect the responses from the central zone of India. The results support most of the projected hypotheses.
Findings
The study focused on the shopping behaviour of consumer such as self-congruence, impulse buying, hedonic values and consumer satisfaction. The results of the study highlight the association of constructs and analysed the mediation relation of hedonic and impulse buying constructs. The results revealed a positive association among the constructs and also found a partial mediation effect in their relation with constructs.
Research limitations/implications
The findings are outcomes of an empirical study conducted in the fashion apparel industry of India based on the sample set of urban consumers. The study is restricted to the direct and indirect relationship of constructs. Further, research can examine by using moderating constructs like demographic factors (gender, age, income, etc.) and other shopping behaviours (like brand loyalty, brand love, brand attachment) for more clarity in results. Moreover, the study limited is with fashion apparel, whereas there are many categories in the fashion industry like accessories, perfumes, cosmetic products, footwear and also other products industry.
Practical implications
The study provided valuable inputs to the literature of marketing where self-congruence affects consumer shopping behaviour such as impulse buying, hedonic values and consumer satisfaction. The study proposes a practical approach that can help the marketing professionals and product developers to have a deep understanding about consumer shopping behaviour for facilitating consumer-oriented goods in the Indian fashion industry.
Originality/value
This is one of the first studies in the fashion industry to test the association of self-congruence with hedonic value and consumer satisfaction. This relation is not tested in context of fashion apparel. Additionally, this study also examined the mediating effect of hedonic value and impulse buying in relation with self-congruence and consumer satisfaction in the Indian context.
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Xiao-Yu Xu, Syed Muhammad Usman Tayyab, Qingdan Jia and Albert H. Huang
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental…
Abstract
Purpose
Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental elements, gratifications and user pre-existing attitudes in VGS, this paper presents the development of an extended model of uses and gratification theory (EUGT) for predicting users' behavior in novel technological context.
Design/methodology/approach
The proposed model was empirically tested in VGS context due to its popularity, interactivity and relevance. Data collected from 308 VGS users and structural equation modeling (SEM) was employed to assess the hypotheses. Multi-model comparison technique was used to assess the explanatory power of EUGT.
Findings
The findings confirmed three significant types elements in determining VGS viewers' engagement, including gratifications (e.g. involvement), environmental cues (e.g. medium appeal) and user predispositions (e.g. pre-existing attitudes). The results revealed that emerging technologies provide potential opportunities for new motives and gratifications, and highlighted the significant of pre-existing attitudes as a mediator in the gratification-uses link.
Originality/value
This study is one of its kind in tackling the criticism on UGT of considering media users too rational or active. The study achieved this objective by considering environmental impacts on user behavior which is largely ignored in recent UGT studies. Also, by incorporating users pre-existing attitudes into UGT framework, this study conceptualized and empirically verified the higher explanatory power of EUGT through a novel multi-modal approach in VGS. Compared to other rival models, EUGS provides a more robust explanation of users' behavior. The findings contribute to the literature of UGT, VGS and users' engagement.
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Andrew Lindridge, Sharon E. Beatty and William Magnus Northington
Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous…
Abstract
Purpose
Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous research has not assessed whether gaming choice is a function of one’s personal motivations or simply a desire to gamble in general, regardless of game choice among recreational gamblers. The purpose of this study is to explore this theme by considering “illusion of control” where luck and skill may moderate gambling motivation.
Design/methodology/approach
This study applies two motivation theories, hedonic consumption theory and motivation disposition theory, and examines heuristic perspectives related to gambling. Three stages of qualitative data collection were undertaken.
Findings
The findings indicate that for recreational gamblers, gaming choice is a function of personal motives. Hence, gamblers chose games that reflect their needs or motives, focusing on the game or games that best allow them to achieve their goals and desires.
Research limitations/implications
These findings shed light on an important topic and include an in-depth examination of recreational gamblers’ motivations. Further quantitative examinations should be considered.
Practical implications
This research could be used by practitioners or researchers in better segmenting the casino recreational gambling market.
Originality/value
While many researchers have examined gambling motivations and even gambling motivations by venue (e.g. casino versus online), few researchers have focused on gamblers’ choice of games and even fewer have studied recreational gamblers’ motivations with a qualitatively rich approach, resulting in some useful perspectives on drivers of recreational gamblers by personal motives.
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Tiago Ribeiro, Victor Almeida, André Calapez, Hirotaka Matsuoka and Rei Yamashita
Despite the advances in theory and practice about player behaviour in esports gaming literature, there is a lack of understanding as to whether esports are compatible with the…
Abstract
Purpose
Despite the advances in theory and practice about player behaviour in esports gaming literature, there is a lack of understanding as to whether esports are compatible with the values of Olympism and if they should be considered for future Games editions. The current study advances this line of research by examining esports player experiences, their effects on perceiving Olympic values, and the support towards the Olympics in order to verify if differences occur according to the cross-cultural environment.
Design/methodology/approach
Using a sample of 671 esports amateur gamers from three countries (Portugal, Brazil and Japan), structural equation models and a multigroup analysis were performed to analyse the differences in the hypothesized paths existing between the groups.
Findings
Results reveal that player in-game emotional experiences positively influence Olympic values perception across countries. The excellence and friendship values showed a positive effect on support intentions to the Games towards Portuguese and Brazilian players, while the respect value was the strongest predictor towards behavioural intentions in Japan. Cultural backgrounds and game genre in each country can explain player attitude towards the Olympic values shared on the online environment.
Originality/value
This study is able to provide a better understanding of how the Olympic values serve as a gratification in different cross-cultural environments according to the theory of uses and gratifications (U&G) and the theory of cultural dimensions. Complementarily, these findings can be used as valuable information for esports publishers and developers attempting to spread the Olympic values in the esports industry.
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