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Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
An empirical study of experiential value and lifestyles and their effects on satisfaction in adolescents: an example
Kwei-Fen Shieh1, Ming-Sung Cheng
1Department of Business Administration, Management School, National Central University, Chung-Li City, Taiwan. shieh555@ms23.hinet.net
Abstract:
This study tests a consumer behavioral model on Taiwanese adolescents and young adults engaging in online gaming. The major focus is on how these consumers transfer the value of their experiences and lifestyles to satisfaction, which may assist in the further exploration of the specific consumption behavior characteristics of adolescents and young adults, particularly with regard to their social functioning and deep-seated psychological needs. Using a two-stage sampling design process, data were collected on a total of 211 consumers, with the statistical analysis methods adopted for this study including a reliability test, confirmatory factor analysis, and LISREL analysis. Our results indicate that causal relationships hold in certain experiential value and lifestyle constructs. In particular, two experiential value constructs (social function, empathy and escapism) and two lifestyle constructs (pursuit of recreation and taste for life, reference group) play major roles that affect satisfaction among adolescents and young adults in online gaming in Taiwan.
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