Imaginal and emotional experiences in pleasure-oriented IT usage: A hedonic consumption perspective
Based on the marketing theory of hedonic consumption, this study examines the effects of six types of imaginal and emotional experiences on using pleasure-oriented IT. Associated hypotheses are tested using questionnaire responses from 443 online game players. The results provide strong support for the major hypotheses and indicate that the determinants of behavior may differ in using pleasure-oriented versus productivity-oriented IT. This paper contributes not only to the application of a marketing theory to IS research, but also to improved understanding of using pleasure-oriented IT and of why people use technologies that are not particularly useful from a productivity standpoint.
emotional experience pleasure-oriented it hedonic consumption perspective productivity-oriented it arousal behavioral intention enjoyment escapism hedonic it imaginal experience perceived ease of use perceived usefulness playfulness utilitarian it tam system usage