An Empirical Study of Experiential Value and Lifestyles and Their Effects on Satisfaction in Adolescents: An Example Using Online Gaming.

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...

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Detalles Bibliográficos
Publicado en:Adolescence Vol. 42; no. 165; pp. 199 - 216
Autores principales: Shieh, Kwei-Fen, Cheng, Ming-Sung
Formato: Artículo
Publicado: Libra Publishers Inc. Spring2007
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        atl: An Empirical Study of Experiential Value and Lifestyles and Their Effects on Satisfaction in Adolescents: An Example Using Online Gaming.
      aug:
        au:
          Shieh, Kwei-Fen
          Cheng, Ming-Sung
      su:
        Lifestyles
        Satisfaction
        Youth
        Video games
        Psychology
        Taiwan
      sug:
        subj:
          Taiwan
          Lifestyles
          Satisfaction
          Youth
          Video games
          Psychology
      ab: 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. Reprinted by permission of the publisher.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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