Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences

This study aims to develop and validate an instrument to measure video game-related playful consumption experiences (PCEs), assessing a player’s imaginal, emotional, and sensory experiences during video gameplay. We initially conceptualize the theoretical framework of video game-related PCEs. Next,...

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Main Authors: Amir Zaib Abbasi, Ding Hooi Ting, Helmut Hlavacs, Bradley Wilson, Mousa Albashrawi, Yogesh K. Dwivedi
Format: Article
Language:English
Published: Elsevier 2025-07-01
Series:Journal of Innovation & Knowledge
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Online Access:http://www.sciencedirect.com/science/article/pii/S2444569X25000988
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author Amir Zaib Abbasi
Ding Hooi Ting
Helmut Hlavacs
Bradley Wilson
Mousa Albashrawi
Yogesh K. Dwivedi
author_facet Amir Zaib Abbasi
Ding Hooi Ting
Helmut Hlavacs
Bradley Wilson
Mousa Albashrawi
Yogesh K. Dwivedi
author_sort Amir Zaib Abbasi
collection DOAJ
description This study aims to develop and validate an instrument to measure video game-related playful consumption experiences (PCEs), assessing a player’s imaginal, emotional, and sensory experiences during video gameplay. We initially conceptualize the theoretical framework of video game-related PCEs. Next, we develop a scale through three analytical phases. In the first phase, exploratory factor analysis is conducted with 225 Malaysian video game players. In the second phase, the partial least squares structural equation modeling (PLS-SEM) is applied to a sample of 444 Malaysian gamers to validate the scale at a higher-order level and evaluate the conceptual model’s acceptability. In the third phase, the PCE scale’s nomological validity is established using the Theory of Reasoned Action (TRA) by analyzing 294 Pakistani PUBG players with the PLS-SEM approach. All hypotheses based on the TRA network are supported. This study uniquely applies the hedonic theory of consumption to operationalize PCEs, assessing gamers’ playful experiences. Additionally, it extends the TRA by elucidating attitude formation through PCEs in PUBG gameplay.
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publishDate 2025-07-01
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series Journal of Innovation & Knowledge
spelling doaj-art-e1ff8b9efe8c449c8652f6d4ac458b902025-08-20T03:24:03ZengElsevierJournal of Innovation & Knowledge2444-569X2025-07-0110410075310.1016/j.jik.2025.100753Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiencesAmir Zaib Abbasi0Ding Hooi Ting1Helmut Hlavacs2Bradley Wilson3Mousa Albashrawi4Yogesh K. Dwivedi5IRC for Finance and Digital Economy, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi ArabiaDepartment of Management, Universiti Teknologi PETRONAS, Seri Iskandar, MalaysiaResearch Group Education, Didactics and Entertainment Computing, University of Vienna, Vienna, Austria; Corresponding author.Universidad de Los Andes, Facultad de Administración., Bogota, Colombia; RMIT University, School of Media and Communication, Melbourne, Australia; Department of Services Management, University of Bayreuth, Bayreuth, GermanyIRC for Finance and Digital Economy, King Fahd University of Petroleum and Minerals (KFUPM), Dhahran, Saudi Arabia; ISOM Department, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi ArabiaIRC for Finance and Digital Economy, King Fahd University of Petroleum and Minerals (KFUPM), Dhahran, Saudi Arabia; ISOM Department, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi ArabiaThis study aims to develop and validate an instrument to measure video game-related playful consumption experiences (PCEs), assessing a player’s imaginal, emotional, and sensory experiences during video gameplay. We initially conceptualize the theoretical framework of video game-related PCEs. Next, we develop a scale through three analytical phases. In the first phase, exploratory factor analysis is conducted with 225 Malaysian video game players. In the second phase, the partial least squares structural equation modeling (PLS-SEM) is applied to a sample of 444 Malaysian gamers to validate the scale at a higher-order level and evaluate the conceptual model’s acceptability. In the third phase, the PCE scale’s nomological validity is established using the Theory of Reasoned Action (TRA) by analyzing 294 Pakistani PUBG players with the PLS-SEM approach. All hypotheses based on the TRA network are supported. This study uniquely applies the hedonic theory of consumption to operationalize PCEs, assessing gamers’ playful experiences. Additionally, it extends the TRA by elucidating attitude formation through PCEs in PUBG gameplay.http://www.sciencedirect.com/science/article/pii/S2444569X25000988M31M15M100C83
spellingShingle Amir Zaib Abbasi
Ding Hooi Ting
Helmut Hlavacs
Bradley Wilson
Mousa Albashrawi
Yogesh K. Dwivedi
Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
Journal of Innovation & Knowledge
M31
M15
M100
C83
title Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
title_full Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
title_fullStr Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
title_full_unstemmed Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
title_short Unlocking playful dimensions: Developing and validating a scale for assessing video game-related hedonic experiences
title_sort unlocking playful dimensions developing and validating a scale for assessing video game related hedonic experiences
topic M31
M15
M100
C83
url http://www.sciencedirect.com/science/article/pii/S2444569X25000988
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