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...
| Publicado en: | Adolescence Vol. 42; no. 165; pp. 199 - 216 |
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| Autores principales: | , |
| Formato: | Artículo |
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Libra Publishers Inc.
Spring2007
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=507973660&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 507973660 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00018449 ADO jtl: Adolescence issn: 00018449 maglogo: N pubinfo: dt: Spring2007 vid: 42 iid: 165 pid: 241 pub: Libra Publishers Inc. artinfo: ui: 507973660 ppf: 199 ppct: 17 formats: fmt: – @attributes: type: T – @attributes: type: P size: 802KB tig: 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 refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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