The role of flow experience in cyber-game addiction

被引:286
作者
Chou, TJ
Ting, CC
机构
[1] Univ S Australia, Sch Mkt, Adelaide, SA 5001, Australia
[2] Natl Kaohsiung First Univ Sci & Technol, Dept Mkt & Distributing Management, Kaohsiung, Taiwan
来源
CYBERPSYCHOLOGY & BEHAVIOR | 2003年 / 6卷 / 06期
关键词
D O I
10.1089/109493103322725469
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Consumer habit, an important key to repetitive consumption, is an interesting yet puzzling phenomenon. Sometimes this consumption becomes obsessive-consumers will continue to act a certain way even when they feel it is not in their best interests. However, not all consumers develop such addictions. This study uses cyber-game addiction syndrome as an analogue to trace the possible causes of consumer addiction. Results from structure equation modeling show that repetition of favorite activities has a moderate effect upon addiction, which is in line with the assertion of rational addiction theory. However, flow experience-the emotional state embracing perceptional distortion and enjoyment-shows a much stronger impact on addiction. This suggests that consumers who have experienced flow are more likely to be addicted.
引用
收藏
页码:663 / 675
页数:13
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