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Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction

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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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Correspondence to Keng-Boon Ooi.

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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

  1. MOBA  multiplayer online battle arena, MMORPG massively multiplayer online role-playing game, MMOG massively multiplayer online game, RTS real-time strategy, FPS first person shooter

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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