虚拟游乐设施娱乐服务的享乐性消费:多方法视角:SEM 和 FsQCA

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Kybernetes Pub Date : 2024-08-20 DOI:10.1108/k-11-2023-2338
Amir Zaib Abbasi, Farhan Mirza, Mousa Albashrawi, Ding Hooi Ting, Ghazanfar Ali Abbasi
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引用次数: 0

摘要

目的以往的研究非常重视利用使用和满足(U&G)理论来找出人们使用游戏、社交媒体、互联网、电子购物等的原因。尽管过去开展了大量研究,但人们为何使用互动虚拟乘车(vrides)娱乐服务,尤其是在结合享乐消费观点(即游戏性消费体验)时,仍需探究这一现象的根本原因。考虑到在虚拟游乐设施方面存在的知识空白,本研究旨在使用 UGT 从享乐性消费的角度找出人们使用虚拟游乐设施娱乐服务的原因。使用 fsQCA 的研究结果表明,所提出的结果存在多种因果关系。原创性/价值本研究通过纳入享乐性消费视角来探索乘车娱乐服务的潜在消费动机和意向,有助于扩展 UGT 假设。本研究还探讨了研究结果的重要理论/实践意义。此外,本研究的独特之处还在于它同时显示了对称和非对称的联系,这有助于我们理解人们持续使用 vrides 娱乐服务的原因。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hedonic consumption of virtual rides entertainment service: a multi-method perspective: SEM and fsQCA

Purpose

Prior studies have put much emphasis on using the uses and gratification (U&G) theory to find out why people use games, social media, the Internet, e-shopping, etc. Despite past research efforts, the root causes underlying this phenomenon still need to be discovered as to why people use interactive virtual rides (vrides) entertainment services, especially when incorporating the hedonic consumption perspective (i.e. playful-consumption experiences). Considering the knowledge gap in the vrides’ context, this study aims to use the UGT to find out why people use the vrides entertainment service from a hedonic consumption point of view.

Design/methodology/approach

With 217 usable responses, the research model was tested using partial least squares-based structural equation modeling (PLS-SEM) and fuzzy set qualitative comparative analysis (fsQCA).

Findings

Findings reveal that only perceived enjoyment, arousal and sensory experience derive continuous intention behavior to consume vride entertainment service. Findings using the fsQCA revealed multiple causal configurations for the proposed outcome.

Originality/value

This study contributes to extending the assumption of UGT via incorporating the hedonic consumption perspective to explore the potential motives and intention to consume vrides entertainment services. Our study also discusses the important theoretical/practical implications of our findings. Besides, this study is unique because it shows both symmetrical and asymmetrical connections that help us understand why people keep using vrides entertainment service.

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来源期刊
Kybernetes
Kybernetes 工程技术-计算机:控制论
CiteScore
4.90
自引率
16.00%
发文量
237
审稿时长
4.3 months
期刊介绍: Kybernetes is the official journal of the UNESCO recognized World Organisation of Systems and Cybernetics (WOSC), and The Cybernetics Society. The journal is an important forum for the exchange of knowledge and information among all those who are interested in cybernetics and systems thinking. It is devoted to improvement in the understanding of human, social, organizational, technological and sustainable aspects of society and their interdependencies. It encourages consideration of a range of theories, methodologies and approaches, and their transdisciplinary links. The spirit of the journal comes from Norbert Wiener''s understanding of cybernetics as "The Human Use of Human Beings." Hence, Kybernetes strives for examination and analysis, based on a systemic frame of reference, of burning issues of ecosystems, society, organizations, businesses and human behavior.
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