Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment
{"title":"Can entertainment and information gratifications influence compulsive short video app use? The pivotal function of immersive experience and emotional attachment","authors":"Hua Pang , Jingyuan Zhao","doi":"10.1016/j.entcom.2025.101030","DOIUrl":null,"url":null,"abstract":"<div><div>Existing studies have documented the detrimental consequences associated with the compulsive and excessive utilization of short video app, yet the exact causes of these problematic usage patterns remain unclear. Addressing this gap, this study employs the Stimulus-Organism-Response (SOR) paradigm to investigate how entertainment, information, and sociality gratifications influence immersive experience and emotional attachment, and how these psychological states in turn drive compulsive usage behaviors among young users. Employing a questionnaire survey method to collect data, the research uses a sample of 896 short video app users and employs structural equation modeling to validate a conceptual framework. The findings reveal that entertainment gratification and information gratification exert a significant influence on users’ immersive experience and emotional attachment. Furthermore, this study discovers that immersive experience and emotional attachment serve as two mediators in shaping the influence of users’ gratifications sought on compulsive app utilization. By identifying the factors driving compulsive use among younger generation, this research provides insights for app developers and organizations within the short video app industry, as well as for public health authorities and educational institutions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101030"},"PeriodicalIF":2.4000,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125001107","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Existing studies have documented the detrimental consequences associated with the compulsive and excessive utilization of short video app, yet the exact causes of these problematic usage patterns remain unclear. Addressing this gap, this study employs the Stimulus-Organism-Response (SOR) paradigm to investigate how entertainment, information, and sociality gratifications influence immersive experience and emotional attachment, and how these psychological states in turn drive compulsive usage behaviors among young users. Employing a questionnaire survey method to collect data, the research uses a sample of 896 short video app users and employs structural equation modeling to validate a conceptual framework. The findings reveal that entertainment gratification and information gratification exert a significant influence on users’ immersive experience and emotional attachment. Furthermore, this study discovers that immersive experience and emotional attachment serve as two mediators in shaping the influence of users’ gratifications sought on compulsive app utilization. By identifying the factors driving compulsive use among younger generation, this research provides insights for app developers and organizations within the short video app industry, as well as for public health authorities and educational institutions.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.