Amir Zaib Abbasi, Farhan Mirza, Mousa Albashrawi, Ding Hooi Ting, Ghazanfar Ali Abbasi
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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.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>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).</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>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.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>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.</p><!--/ Abstract__block -->","PeriodicalId":49930,"journal":{"name":"Kybernetes","volume":"25 1","pages":""},"PeriodicalIF":2.5000,"publicationDate":"2024-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Hedonic consumption of virtual rides entertainment service: a multi-method perspective: SEM and fsQCA\",\"authors\":\"Amir Zaib Abbasi, Farhan Mirza, Mousa Albashrawi, Ding Hooi Ting, Ghazanfar Ali Abbasi\",\"doi\":\"10.1108/k-11-2023-2338\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<h3>Purpose</h3>\\n<p>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.</p><!--/ Abstract__block -->\\n<h3>Design/methodology/approach</h3>\\n<p>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).</p><!--/ Abstract__block -->\\n<h3>Findings</h3>\\n<p>Findings reveal that only perceived enjoyment, arousal and sensory experience derive continuous intention behavior to consume vride entertainment service. 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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.
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.