Cargando…
Does playing a video game really result in improvements in psychological well-being in the era of COVID-19?
This study examines the structural relationships between the perceived value dimensions of quality, emotional, price, and social, positive and negative emotions, psychological well-being, and loyalty in the video game context along with the moderating role of the perceived severity of COVID-19. This...
Autor principal: | |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier Ltd.
2021
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8723156/ http://dx.doi.org/10.1016/j.jretconser.2021.102577 |
_version_ | 1784625652772634624 |
---|---|
author | Kim, Minseong |
author_facet | Kim, Minseong |
author_sort | Kim, Minseong |
collection | PubMed |
description | This study examines the structural relationships between the perceived value dimensions of quality, emotional, price, and social, positive and negative emotions, psychological well-being, and loyalty in the video game context along with the moderating role of the perceived severity of COVID-19. This study collected data from 258 video game consumers in the United States via three waves of surveys. The findings of structural equation modeling revealed significant associations among the perceived value dimensions, emotions, psychological well-being, and loyalty. In addition, the moderating role of the perceived severity of COVID-19 showed that the impact of video game consumers' positive emotions on psychological well-being would be weaker with a high level of perception of the severity of COVID-19. Based on the empirical results, this research proposes theoretical (i.e., extension of the cognitive appraisal theory in a digital environment, and integration of the cognitive appraisal theory with the two-factor theory of motivation) and practical implications (i.e., how to increase levels of users’ psychological well-being and loyalty via video games) for the video game industry during and after the era of COVID-19. |
format | Online Article Text |
id | pubmed-8723156 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Elsevier Ltd. |
record_format | MEDLINE/PubMed |
spelling | pubmed-87231562022-01-04 Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? Kim, Minseong Journal of Retailing and Consumer Services Article This study examines the structural relationships between the perceived value dimensions of quality, emotional, price, and social, positive and negative emotions, psychological well-being, and loyalty in the video game context along with the moderating role of the perceived severity of COVID-19. This study collected data from 258 video game consumers in the United States via three waves of surveys. The findings of structural equation modeling revealed significant associations among the perceived value dimensions, emotions, psychological well-being, and loyalty. In addition, the moderating role of the perceived severity of COVID-19 showed that the impact of video game consumers' positive emotions on psychological well-being would be weaker with a high level of perception of the severity of COVID-19. Based on the empirical results, this research proposes theoretical (i.e., extension of the cognitive appraisal theory in a digital environment, and integration of the cognitive appraisal theory with the two-factor theory of motivation) and practical implications (i.e., how to increase levels of users’ psychological well-being and loyalty via video games) for the video game industry during and after the era of COVID-19. Elsevier Ltd. 2021-07 2021-04-21 /pmc/articles/PMC8723156/ http://dx.doi.org/10.1016/j.jretconser.2021.102577 Text en © 2021 Elsevier Ltd. All rights reserved. Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active. |
spellingShingle | Article Kim, Minseong Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? |
title | Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? |
title_full | Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? |
title_fullStr | Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? |
title_full_unstemmed | Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? |
title_short | Does playing a video game really result in improvements in psychological well-being in the era of COVID-19? |
title_sort | does playing a video game really result in improvements in psychological well-being in the era of covid-19? |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8723156/ http://dx.doi.org/10.1016/j.jretconser.2021.102577 |
work_keys_str_mv | AT kimminseong doesplayingavideogamereallyresultinimprovementsinpsychologicalwellbeingintheeraofcovid19 |