Abstract
Drawing upon the Stimulus-Organism-Response Theory and Flow Theory, this study aims to investigate the effects of environmental stimuli that are unique to the mobile multiplayer online battle arena (MOBA) environment (i.e., immediacy, social interaction, and competition) in inducing the state of flow, which is expected to be the basis of online game addiction and subjective happiness among the online mobile gamers. Besides, this study explores the uncharted role of addiction in suppressing the effect of flow on happiness through the theoretical lens of Rational Addiction Theory. The results indicate that all environmental stimuli are directly and positively related to the state of flow, which relates directly and positively to online game addiction and subjective happiness. Online game addiction is found to have a direct and negative association with subjective happiness, on top of its suppressor role that negatively mediates the relationship between flow and subjective happiness.
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Data Availability
The data that support the findings of this study are available from the corresponding author upon request.
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Appendices
Appendix A: A Summary of Empirical Studies on Online Game Addiction
Empirical Studies | Objectives | Antecedents of online game addiction | Consequences of online game addiction | Online game genres covered | Focused on environmental stimuli within the online game? | Focused on online gamers’ well-being? |
---|---|---|---|---|---|---|
Present study | To investigate the effects of environmental stimuli that are unique to the mobile MOBA environment (i.e., immediacy, social interaction, and competition) in inducing the state of flow, which is expected to be the basis of online game addiction and subjective happiness among the online mobile gamers. Moreover, the present study seeks to ascertain if online game addiction is acting as a suppressor that negatively mediates the positive effect of flow on happiness among the online mobile gamers | Immediacy, social interaction, competition, and flow | Subjective happiness | MOBA | Yes | Yes |
Başol and Kaya (2018) | To develop the Online Game Addiction Scale and examine its properties | None | None | MMORPG | No | No |
Batmaz and Celik (2021) | To examine the roles of sensation-seeking behaviour and loneliness levels in predicting online game addiction | Sensation-seeking behaviour and loneliness levels | None | None | No | No |
Baysak et al. (2016) | To evaluate the reliability and validity of “The Game Addiction Scale” as an instrument to assess online game addiction in an online game players sample in Turkey and examine the game addiction levels in these players | None | None | MMOG | No | No |
Baysak et al. (2018) | To investigate the change in gaming behaviours and addiction rates of online gamers within two years | None | Self-esteem, perceived social support, and life satisfaction | None | No | Yes |
Bekir and Çelik (2019) | To examine the level of online game addiction in terms of need for relatedness, need for autonomy, need for competence, and sensation seeking | Need for relatedness, need for autonomy, need for competence, and sensation seeking | None | None | No | No |
Borzikowsky and Bernhardt (2018) | To examine the prognostic value of grit for online game addiction | Grit, gender, and age | None | MMOG | No | No |
Liu and Chang (2016) | To clarify player addiction to online games | Entertainment, pass time, escape, co-playing, social interactivity, and flow | None | None | No | No |
Lee and Kim (2017) | To analyse the effect of online gaming on addiction | Demographic variables, average online gaming time, game use after midnight, game genre, parental variables, play and leisure environment, and satisfaction of relationship with others | None | None | No | No |
Cui et al. (2018) | To cross-culturally compare the impact gaming time, game genre, leisure environment, parental attachment, parental mediation and relationships with significant others have on psychosocially problematic gaming | Gender, gaming time, gaming genre, parental attachment, parental mediation, play and leisure environment, and satisfying relationships with others | None | MMORPG | No | No |
Duman and Ozkara (2021) | To investigate the mediating role played by the fear of missing out between social identity and online game addiction on top of ascertaining the moderating role of the need to belong in the indirect relationship between social identity and online game addiction | Social identity and fear of missing out | None | MMORPG | No | No |
Durak (2019) | To determine the relationship between online game addiction and the state of providing personal cybersecurity and representing cyber human values | Providing personal cybersecurity, respect-oriented behaviours, tolerance-oriented behaviours, truth-oriented behaviours, peace-oriented behaviours, and solidarity-oriented behaviours | None | None | No | No |
Durak et al. (2022) | To determine the risk factors that predict online game addiction of gifted and nongifted high school students | Gender, age, parental supervision, preferred online game type, contingencies of self-worth, academic grade point average, academic self-efficacy, and metacognitive awareness levels | None | None | No | No |
Kim et al. (2008) | To explore the relationship between online game addiction and aggression, self-control, and narcissistic personality traits | Aggression, self-control, and narcissistic personality traits | None | None | No | No |
Lu and Wang (2008) | To explore the factors that affect the online game addiction and the role played by online game addiction in the relationship between online satisfaction and loyalty | Perceived behavioural control, descriptive norms, and perceived playfulness | Loyalty | None | No | No |
Huanhuan and Su (2013) | To examine the role of cognitive distortions in the development of online game addiction | Male, age, educational level, rumination, all-or-nothing thinking, online comfort, and short-term thinking | None | None | No | No |
Hyun et al. (2015) | To identify factors that may influence the development of online gaming addiction | Gender, age, IQ, perseverative errors, attention deficit hyperactivity disorder, depression, anxiety, impulsivity, family environment, social anxiety, and self-esteem | None | None | No | Yes |
Mun and Lee (2021) | To examine the impact of parents’ depression on their children’s online gaming addiction and investigates the mediating roles of intrusive parenting and children’s social motivation for playing online games on this relationship | Parents’ depression, intrusive parenting, and children’s social motivation for playing online games | None | None | No | No |
Chen et al. (2020) | To explore the potential role of adolescents’ time management tendency in mediating the relationship between parenting style and adolescent internet gaming disorder | Emotional warmth, rejection, over-protection, and time management tendency | None | None | No | No |
Lee et al. (2019) | To investigate the predictors of game addiction based on loneliness and regulatory focus while taking into consideration the moderating effect of inter-personal competence | Loneliness and regulatory focus | None | None | No | No |
Kim et al. (2017) | To explore why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration | Self-esteem and child abuse | School violent perpetration | None | No | No |
Jap et al. (2013) | To develop a measure of online game addiction for Indonesian children and adolescents | None | None | None | No | No |
Chen et al. (2010) | To investigate antecedents affecting MMOG dependency | Multimedia realism, aesthetics, virtual community, and diversion | None | MMOG | No | No |
Labana et al. (2020) | To evaluate the association between online game addiction and depression | None | Depression | None | No | Yes |
Li et al. (2016) | To explore the incidence of online game addiction and the roles of stressful life events, avoidant coping styles, and neuroticism in online game addiction | Stressful life events and avoidant coping strategy | None | None | No | Yes |
Naaj and Nachouki (2021) | To determine the impact of playing online games on students’ academic performance | Gender and age | Academic performance | None | No | No |
Wu (2013) | To determine whether or not being a materialist is a factor that influences online game addiction | Materialism | None | None | No | No |
Park et al. (2016) | To determine whether the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions | Self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function | None | MMORPG, RTS, and FPS | No | Yes |
Payam and Mirzaeidoostan (2019) | To investigate the roles of cognitive distortion, parenting style, and narcissistic personality traits in online game addiction | Cognitive distortion, parenting style, and narcissistic personality traits | None | None | No | No |
Son et al. (2013) | To explore the association between MMORPG addiction and mental health status, and between self-control ability and mental health status among young male MMORPG players | None | Mental disorders and self-control ability | MMORPG | No | Yes |
Wu et al. (2013) | To explore specialization among online gamers and its possible effects on two important online-game experiences namely flow and addiction | Flow experiences | None | MMORPG | No | No |
Vukosavljevic-Gvozden et al. (2015) | To determine whether the symptoms of psychopathology are mediators between irrational belief and Internet gaming addiction | Irrational belief and psychopathology symptoms | None | None | No | Yes |
Wang et al. (2021c) | To examine the effects of psychological ownership, gaming motivation, and primary–secondary control on online game addiction | Achievement motivation, social motivation, escapism motivation, psychological ownership, primary control, and secondary control | None | None | No | No |
Wang (2021) | To investigate the effect of interparental conflicts on online game addiction symptomatology among adolescents and to explore mediating effects of parent-adolescent relationship and adolescent loneliness | Interparental conflicts, parent-adolescent relationship, and adolescent loneliness | None | None | No | No |
You et al. (2017) | To examine the relationship of various psychosocial variables to online game addiction, and the mediation effect of avatar identification on the relationship | Self-esteem, depression, social skills, and avatar identification | None | MMORPG | No | Yes |
Lee et al. (2015) | To develop and validate an instrument for massively multiplayer online game (MMOG) addiction | None | None | MMOG | No | No |
Xu et al. (2012b) | To propose and test a balanced model of online game addiction, which simultaneously focuses on motivating, and prevention and harm reduction forces | Relationship, escapism, mechanics, advancement, game playing, attention switching, dissuasion, rationalization/education, parental monitoring, resource restriction, and perceived cost | None | None | No | No |
Zhao et al. (2020) | To explore presence of meaning and search for meaning as underlying mediating and moderating variables in explaining the link between bullying victimization and online game addiction | Bullying victimization, presence of meaning, and search for meaning | None | None | No | No |
Zhong and Yao (2013) | To explore the effects of gaming motivations and avatar self-identification on symptoms of online game addiction | Motivation to relax, motivation to socialize, motivation to escape, motivation to achieve, and avatar self-identification | None | None | No | No |
Appendix B: A Summary of Empirical Studies on Hedonic IS
Empirical Studies | Objectives | Theories/Models | Antecedents | Ultimate endogenous constructs | Focused on the well-being of users? |
---|---|---|---|---|---|
Present study | To investigate the effects of environmental stimuli that are unique to the mobile MOBA environment (i.e., immediacy, social interaction, and competition) in inducing the state of flow, which is expected to be the basis of online game addiction and subjective happiness among the online mobile gamers. Moreover, the present study seeks to ascertain if online game addiction is acting as a suppressor that negatively mediates the positive effect of flow on happiness among the online mobile gamers | Stimulus-organism-response theory, flow theory, and rational addiction theory | Immediacy, social interaction, competition, flow, and game addiction | Subjective happiness | Yes |
Chen et al. (2016) | To explore both social and gaming factors of social games and investigate their roles on enhancing perceived enjoyment | Social influence theory | Shared identity, social interaction, diversion, perceived enjoyment, intention to play, subject norm, and perceived critical mass | Actual playing behaviour | No |
Ammar and Barki (2016) | To examine factors that influence individuals’ intentions to continue the use of social network sites | Social presence theory and social exchange theory | Enjoyment, perceived frequency of feedback received, perceived frequency of feedback sent, perceived social presence, attitude, and perceived usefulness | Intention | No |
Barnes (2011) | To examine why people continue to use virtual worlds | Habit theory | Frequency of prior usage, perceived usefulness, habit, and enjoyment | Continuance intention | No |
Hsiao and Chiou (2012) | To investigate how a player’s network centrality in an online gaming community (i.e., a guild) affects his/her attitude and continuance intention toward a massive multiplayer online game | Social capital theory | Network centrality, non-guild interaction, access to within guild resources, perceived enjoyment, and attitude | Continuance intention | No |
Hsiao and Tang (2016) | To proposes a post-acceptance model of mobile movie-themed games from the perspective of experiential marketing with five experiential elements of movie-themed games | None | Thematic attractiveness, perceived enjoyment, flow, act, and relate | Loyalty and movie-watching intention | No |
Choi and Lim (2016) | To examine the effects of social and information technology overload on psychological well-being | Cognitive load theory, bounded rationality theory, and human interruption theory | Social overload, technology overload, and social network service addiction | Psychological well-being | Yes |
Hsu and Lu (2004) | To predict users’ acceptance of online games | Technology acceptance model, flow theory, reference group theory, and social exchange theory | Social norms, critical mass, perceived usefulness, perceived ease of use, flow experience, and attitude | Intention to play | No |
Lin and Bhattacherjee (2010) | To examine which system determinants would influence interactive hedonic system usage | Theory of reasoned action and theory of planned behaviour | Technical quality, interaction quality, perceived enjoyment, social image, and attitude | Usage intention | No |
Xu et al. (2012a) | To study why do people use social networking sites | Uses and gratifications theory and social presence theory | Stylishness, coordination, immediate access, affection, escape, disclosure, entertainment/relaxation, social presence, and loneliness | Social networking sites usage | No |
Cocosila and Igonor (2015) | To report on a value-based empirical investigation of the adoption of Twitter social networking application | None | Utilitarian value, hedonic value, social value, image, social presence, critical mass, and social norm | Behavioural intention | No |
Constantiou et al. (2012) | To investigate user behaviour in massively multiplayer online games from the perspective of their intentions to engage in real money trading | None | Perceived enjoyment, competitive advantage, anticipated regret, social status, perceived fairness, online disinhibition, other people reactions, operator’s indirect costs, seller’s uncertainty, consequences’ uncertainty, and unplanned item scarcity | Intentions towards real money trading | No |
Constantiou et al. (2009) | To explores the relationship between young adults’ perceptions of value elements and their adoption intentions of mobile TV | Theory of reason-based choice | Perceived benefits and perceived costs | Adoption intentions | No |
Liu et al. (2013a) | To understand how different digital game designs impact players’ behaviours and emotional responses | Tournament theory | Competition | Number of game attempts, playing time, enjoyment, and arousal | No |
Goel et al. (2011) | To predict users’ intentions to return to a virtual world | Interactionist theory of place attachment | Social awareness, location awareness, task awareness, and cognitive absorption | Intention to return | No |
Goel et al. (2013) | To provide an alternate explanation for why people return to virtual worlds | Spatial model of interaction and awareness-attention theory | Social perception, social awareness, focused immersion, and temporal dissociation | Intention to return | No |
Gu et al. (2016) | To understand users’ multi-homing on social networking sites | Optimum stimulation level theory and uses and gratifications theory | Optimum stimulation level, complementarity in interpersonal communication, complementarity in self-presentation, complementarity in information, and complementarity in entertainment | Intention to multi-home | No |
Guo and Barnes (2012) | To explore the factors influencing purchase behaviour in virtual worlds by empirically developing and testing a conceptual model of purchase behaviour in virtual worlds | Transaction cost theory and unified theory of acceptance and use of technology | Advancement, customisation, perceived enjoyment, perceived social status, perceived value, effort expectancy, performance expectancy, social influence, and habit | Actual purchase behaviour | No |
Mun et al. (2010) | To understand digital multimedia broadcasting users’ usage intentions | IS success model | System quality, content quality, enjoyment, ubiquitousness, time pressure, and satisfaction | Intention to use | No |
Lin et al. (2014) | To examine the determinants that impact users’ social networking sites continuance | Self-regulation framework and social presence theory | System quality, awareness, connectedness, pleasure, sense of belonging, and satisfaction | Continuance intention | No |
Ha et al. (2007) | To analyse the factors that influence potential users’ adoption of Mobile Broadband Wireless Access technology-based games using an extension of technology acceptance model | Technology acceptance model | Perceived ease of use, perceived usefulness, perceived enjoyment, flow experience, perceived lower sacrifices, and perceived attractiveness | Attitude | No |
Heijden (2004) | To study the differences in user acceptance models for productivity-oriented (or utilitarian) and pleasure-oriented (or hedonic) IS | Motivational theory and technology acceptance model | Perceived usefulness, perceived enjoyment, and perceived ease of use | Intention to use | No |
Holsapple and Wu (2007) | To explore the potential of imaginal and emotional responses in explaining user acceptance of virtual worlds | Hedonic theory | Fantasy, role projection, escapism, enjoyment, emotional involvement, and arousal | Behaviour | No |
Hu et al. (2015) | To develop an aggregate construct of online social value, which could be used to predict predicting satisfaction and continued use | Social exchange theory | Satisfaction, relational benefits, informational benefits, enjoyment, curiosity fulfilment, information risk, and effort | Continued use | No |
Hu et al. (2011) | To focus exclusively on what might motivate non-adopters to accept online social network services | Status quo bias theory and technology acceptance model | Ease of use, effort, information risk, social norm, usefulness, and work full time | Behavioural intention | No |
Hung et al. (2016) | To investigate the actual effect of the distinct sub-dimensions of perceived playfulness across various contexts | Theory of reasoned action and flow theory | Perceived concentration, perceived enjoyment, perceived curiosity, social norms, and attitude | Intended use | No |
Wu and Holsapple (2014) | To examine the effects of six types of imaginal and emotional experiences on using pleasure-oriented IT | Hedonic consumption perspective | Fantasy, escapism, role projection, emotional involvement, enjoyment, arousal, and behavioural intention | Usage | No |
Kim et al. (2011) | To explore factors of users’ motivation using social networking services via mixed methods | None | Networking, relieving stress, recording one’s history, collecting information, and pleasure | Behavioural intention to use | No |
Junglas et al. (2013) | To examine the construct of sociability and its antecedents in a popular virtual social environment | IS theories of technology acceptance, IS success model, and social interaction theory | Usefulness, ease of use, enjoyment, information quality, system quality, sociability, context support, activity support, representation support, and insight support | Intentions to use | No |
Kondo and Ishida (2014) | To propose a model for cross-national analyses of intention to use multiple mobile entertainment services | Technology acceptance model and the theory of planned behaviour | Perceived behavioural control, perceived value, attitude towards mobile services, and subjective norm | Behavioural intention | No |
Krasnova et al. (2010) | To examine the motivating and discouraging factors for information disclosure on online social networks platforms | Social exchange theory and privacy calculus theory | Convenience in relationship maintenance, relationship building, self-presentation, enjoyment, perceived privacy risk, trust in online social network provider, trust in other online social network members, perceived control | Self-disclosure | No |
Lowry et al. (2013) | To explain the role of intrinsic motivations in systems use and propose the hedonic-motivation system adoption model to improve the understanding of hedonic-motivation systems adoption | Cognitive evaluation theory | Perceived ease of use, joy, control, curiosity, perceived usefulness, and immersion | Intention to use | No |
Lowry et al. (2015) | To explain and predict the discrete cognitive processes through which systems fulfil a range of motives and expectations and how this fulfilment leads to continuance intentions | None | Usefulness, attitude, disconfirmation, satisfaction, design expectations fit, ease of use, and design aesthetics | Intention to continue | No |
Luarn et al. (2015) | To develop and refine a conceptual framework from social word-of-mouth motivations and the mobile perspective to provide a theoretical understanding of the motivations that induce consumers to engage in check-in behaviour | None | Altruism, narcissism, image building, achievement, documenting life details, tie strength, subjective norms, expressiveness, social support, relationship management, information sharing, rewards, donations, perceived social benefit, perceived user friendliness, perceived enjoyment, perceived value, customer satisfaction, involvement of communicator, and commitment | Engage in check-in behaviour | No |
Hsu et al. (2015) | To identify what may drive users’ decision to use social media continuously | Uses and gratifications theory | Entertainment, information seeking, socialisation, and self-presentation | Continuance intention | No |
Ma et al. (2014) | To explore how cumulative outcomes, recent outcomes, and prior use affect online gambling behaviour differently | Gambling theory and theory of repeated behaviour | Cumulative gain, cumulative loss, immediate gain, immediate loss, current online gambling, regular use, and extended use | Subsequent online gambling | No |
Maier et al. (2015) | To explore the development of discontinuous usage intentions, namely the behavioural intention in the termination phase, in the context of social networking services | None | Complexity, uncertainty, invasion, pattern, disclosure, social overload, transition costs, sunk costs, replacement overload, social networking services-exhaustion, and switching-exhaustion | Discontinuous usage behaviour | No |
Manthiou et al. (2014) | To investigate the dual routes of consumers’ decision-making processes on behavioural change toward purchase on Facebook fan pages using the prototype willingness model | Prototype willingness model | Information source, social interaction ties, fan page design characteristics, entertainment, attitude toward fan page, subjective norms, prototype image, behavioural intention toward fan page, and behavioural willingness toward fan page | Behavioural change toward purchase | No |
Liu et al. (2013b) | To examine the drivers to virtual worlds learning continuance | Balanced thinking-feelings model and social-constructivist theory | Virtual worlds efficacy, self-reported learning, social presence, group cohesion, utilitarian value, and hedonic value | Continuance Intention on virtual world learning | No |
Nah and Eschenbrenner (2016) | To understand gender differences in media perceptions of hedonic systems | Theory of spatial gender differences and theory of psychological types on gender differences | Skill, challenge, and telepresence | Satisfaction with online experience | No |
Nah et al. (2011) | To investigate if the three-dimensional virtual world environment is more effective than the two-dimensional environment in creating hedonic experiences of customers' interaction with a brand and whether such experiences help to enhance brand equity, or the added value of a brand | Flow theory, telepresence theory, brand equity theory, and broaden-and-build theory of positive emotions | Telepresence, enjoyment, and brand equity | Behavioural intention | No |
Pagani and Mirabello (2011) | To understand how social media is transforming consumer engagement and redefining commercial marketing strategies using video on the Web, mobile devices, and traditional TV | None | Stimulation and inspiration, temporal, intrinsic enjoyment, participation and socializing, utilitarian, self-esteem and civic-mindedness, community, and social facilitation | Active usage and passive usage | No |
Pelet et al. (2017) | To investigate the relationships between telepresence, flow experience, and user behaviour during social media use | Flow theory | Telepresence, flow, enjoyment, concentration, challenge, control, curiosity, and time distortion | Social media use | No |
Pöyry et al. (2013) | To distinguish between consumers’ hedonic and utilitarian motivations for using company-hosted Facebook pages and relate them to two types of community usage behaviour: browsing and participation | Theory of web usage and flow theory | Hedonic motivations, utilitarian motivations, participation, and browsing | Purchase intention, referral intention, and membership continuance intention | No |
Salehan et al. (2017) | To analyse how motivation, participation, and performance are related to each other in the social networking services context | Motivation-participation-performance framework | Vertical social motivation, horizontal social motivation, hedonic motivation, utilitarian motivation, sharing, and collaboration | Personal and job performance | No |
Seol et al. (2016) | To explain the continuance of corporate social network services pages | Communicative ecology theory | Platform quality, content quality, service quality, exchange information, social support, friendship, perceived usefulness, perceived enjoyment, satisfaction, network size, and incentive | Continuance intention | No |
Shang et al. (2017) | To probe into how and how much the situational field factors interact with motivational factors and affect the sharing-continuance decisions on social media platforms | Field theory | Perceived usefulness, community identification, social interaction, altruism tendency, perceived enjoyment, and self-efficacy | Information sharing continuance | No |
Shin (2012) | To present a predictive model of attitudes toward 3DTV | Technology acceptance model and theory of reasoned action | Perceived ease of use, perceived usefulness, perceived system quality, perceived content quality, social presence, flow, attitude, and intention | Usage | No |
Sledgianowski and Kulviwat (2009) | To empirically investigating factors influencing user adoption of social network sites | Technology acceptance model | Perceived playfulness, critical mass, perceived trust, normative pressure, perceived ease of use, perceived usefulness, and intention | Actual use | No |
Sun et al. (2014) | To explore users’ continuance intention in online social networks | IS continuance theory, flow theory, social capital theory, and unified theory of acceptance and use of technology | Usage satisfaction, perceived usefulness, perceived enjoyment, shared norms, trust, tie strength, effort expectancy, and social influence | Continuance intention | No |
Torres et al. (2014) | To empirically examine the adoption of mobile eBook readers in order to better understand the role of content in the adoption decision making process | Technology acceptance model and motivation theory | Perceived usefulness, perceived ease of use, perceived playfulness, hedonic content availability, and utilitarian content availability | Behavioural Intention to use | No |
Turel (2015a) | To explore hedonic IS discontinuance | Social cognitive theory | Addiction to using, habit of using, satisfaction, self-efficacy, and guilt feelings | Discontinuance intentions | No |
Turel (2016) | To propose and examine a model that explicates the complex effects of guilt and theory of planned behaviour predictors on the discontinuance of an instance of mostly hedonic IS | Theory of planned behaviour | Subjective norms, attitude, perceived behavioural control, and guilt feelings | Discontinuance intentions | No |
Turel and Serenko (2012) | To test and validate the dual effect of enjoyment on the use of the IT artifact | Theory of intrinsic motivation | Time spent per-day, comprehensiveness of usage, perceived enjoyment, and habit | Addiction and high engagement | No |
Turel et al. (2010) | Other than focusing solely on behavioural intentions to use a hedonic digital artifact, this study also examined the willingness of users to provide positive word-of-mouth about the artifact | Theory of consumption values | Escapism, enjoyment, musical appeal, social value, and value-for-money | Behavioural intention and positive word-of-mouth | No |
Weiss and Schiele (2013) | To examine competitive virtual worlds in terms of eSports services intrinsically tying cooperation and competition | Uses and gratifications theory | Competition, challenge, and escapism | Continuous eSports use | No |
Lin et al. (2017) | To explain and analyse gender differences in users’ social networking sites continuance decisions | IS continuance theory and social role theory | Perceived usefulness, satisfaction, perceived enjoyment, privacy risk, community identification, reputation, and confirmation | Continuance intention | No |
Lu et al. (2011) | To explain the effects of factors related to usability and sociability on virtual community members’ continuous participation through the motivational beliefs of perceived usefulness, perceived enjoyment, and sense of belonging | None | Information service quality, interaction support quality, incentive policy, event organization, leaders’ involvement, usefulness, enjoyment, and sense of belonging | Intention of continuous participation | No |
Xu et al. (2010) | To investigate whether the fit between the media platform and the content application could function as the key factor that determines user evaluation and acceptance of media convergence | Task-technology fit framework | Characteristics of contents, characteristics of media platform, attentional involvement, and emotional enjoyment | Satisfaction with mobile video entertainment | No |
Xu et al. (2014) | To explore why users switch from a primary social networking service to others | Push–pull–mooring human migration framework, IS success model, and social penetration theory | Dissatisfaction with technical quality, dissatisfaction with information quality, dissatisfaction with entertainment value, dissatisfaction with socialization support, dissatisfaction with member policy, setup cost, continuity cost, dissatisfaction with the current social networking service, attraction from the alternative social networking service, switching costs, and peer influence | Intention to switch | No |
Yang and Lin (2014) | To examine the influence of perceived values on individual’s stickiness to use Facebook, on top of exploring how “trust” affects the personal usage behaviours | None | Epistemic value, social value, hedonic value, and trust | Stickiness | No |
Yin and Zhu (2014) | To investigate the antecedents and effects of users’ habit in the context of social networking websites | None | Satisfaction, enjoyment, prior usage, social interaction ties, habit, and post-adoption online self-presentation | Social networking websites continued usage | No |
Yin et al. (2013) | To extend the theoretical understanding of social networking adoption from initial acceptance to subsequent continuance usage | IS continuance theory | Confirmation, perceived usefulness, satisfaction, perceived enjoyment, structural embeddedness, perceived privacy risk, and prior usage | Continuance usage intention | No |
Yoon and Rolland (2015) | To explore the role of enjoyment and subjective norms in continuance use of social networking services | IS continuance theory | Perceived usefulness, perceived enjoyment, confirmation, subjective norm, satisfaction, and continuance intention | Continuance usage | No |
Liu et al. (2016) | To examine the effect of perceived social costs, and benefits, of self-disclosure on self-disclosure in microblogging using Chinese data | Social exchange theory | Perceived privacy risk, trust in service provider, perceived anonymity self, convenience of relationship maintenance, relationship building, enjoyment, and self-presentation | Self-disclosure | No |
Wang and Scheepers (2012) | To explore the intrinsic motivations of hedonic IS acceptance from a unique perspective | Hedonic theory, pleasure, arousal, and dominance emotion model, flow theory, and technology acceptance model | Pleasure, arousal, dominance, role projection, escapism, perceived ease of use, attitude towards using, and flow experience | Behavioural intention | No |
Zhou et al. (2012) | To explain customer continuance intention with respect to social virtual world services | Dedication-constraint theory of commitment | Utilitarian value, hedonic value, personalisation, learning, relational capital, satisfaction, calculative commitment, and affective commitment | Continuance intention | No |
Zhou et al. (2015) | To investigate the contingent effects of indulgence and individualism, which are two cultural values that affect the relationships between users’ perceived benefits (i.e., utilitarian value, hedonic value, and relational capital) and affective commitment, and that between affective commitment and continuance intention in social virtual worlds | Hofstede’s theory of national culture | Utilitarian value, hedonic value, relational capital, and affective commitment | Continuance intention | No |
Zhou et al. (2014) | To investigate the effects of the three types of perceived benefits, moderated by gender, on satisfaction in relation to social virtual world continuance | None | Utilitarian benefit, hedonic benefit, social benefit, and satisfaction | Continuance intention | No |
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Hew, JJ., Lee, VH., T’ng, ST. et al. Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction. Inf Syst Front 26, 217–249 (2024). https://doi.org/10.1007/s10796-023-10377-7
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DOI: https://doi.org/10.1007/s10796-023-10377-7