Journal of Consumer Research · 1984 · 551 citations · 30 references
Online GamingBehavioral Decision MakingCompetence MotiveConsumer MotivationAffective DesignConsumer StudyConsumer ResearchSports ConsumptionPlayful ConsumptionManagementConsumer BehaviorGame DesignBehavioral SciencesTheatreGamificationMotivationUser ExperienceGame StudyConsumer AppealMarketingBehavioral EconomicsPerformance StudiesInteractive MarketingConsumption ExperienceArtsEmotionPlayer Experience
Consumer researchers are increasingly studying experiential aspects of consumption, especially the hedonic enjoyment of play such as sports and games. The study investigates phenomena involved in playful consumption. Results show that emotional responses to games are shaped by performance, perceived complexity, and personality‑game congruity, with performance itself influenced by prior performance and ability traits, underscoring the competence motive’s role in enjoyment.
Consumer researchers have recently begun to focus on the experiential aspects of consumption in general and on intrinsically motivated hedonic enjoyment in particular. Within this broad class of consumer behavior, play (as in sports, games, and other leisure activities) constitutes a particularly familiar and important type of consumption experience. This study investigates some phenomena involved in playful consumption. The results suggest that performance, perceived complexity, and personality-game congruity determine emotional responses and that performance itself depends both on previous performance and on various ability-related individual characteristics. Though still tentative, such findings indicate an important role for the competence motive in the enjoyment of games.
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Behavior Therapy · 1972 · 4.1K citations
Social Identity, Behavioral Decision Making, Social Behavior +4
E. J. Hannan, Henri Theil · Technometrics · 1973 · 3.2K citations