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Original Research Article

Journal of General Management


2023, Vol. 0(0) 1–14
A review on the sequential ordered behaviour © The Author(s) 2023
Article reuse guidelines:
of users’ experiential values, flow state and sagepub.com/journals-permissions
DOI: 10.1177/03063070231167267
journals.sagepub.com/home/gem
continuing use of mobile apps

Sumiyana Sumiyana  and Nur Halimah Siahaan 


University of Gadjah Mada, Indonesia

Abstract
This study investigates whether experiential values, such as escapism, enjoyment, social affiliation, visual appeal and en-
tertainment, affect users’ cognitive flows, as suggested by the grand theories. Meanwhile, this study dismisses the inverse
relationship in which flow states affect experiential values. Instead, this study demonstrates that pleasure and enjoyment are
antecedent factors of cognitive involvement. In other words, it can be constructed to show that experiential values are an
antecedent factor of users’ involvement. Furthermore, this study found that its sequential order had more reasonable validity
than the inverted association. Moreover, it explains that the experiential values influencing users’ cognitive flows are relevant
in occupational and cognitive behavioural therapies. Thus, the authors infer that a firm could pervasively influence users’
experiential values, and this process will end with their cognitive flows. Therefore, it implies that ordered logic construction is
practical when it can affect users’ experiential values, flow states and usage.

Keywords
experiential value, flow state, involvement, cognitive, affective, behavioural therapy, occupational therapy

Introduction This study reveals why it is important to investigate the


sequentially ordered behaviour of gamers’ experiential
Most extant research has examined experiential values that values and cognitive flow. Moreover, it reveals the validity of
reflect customers’ benefits in online shopping environments. ordered association, supporting a return to basic rules,
However, this research focuses on measuring the experiential concepts and theories. Finally, this research proposes a se-
values without measuring how the individuals’ cognitive and quential logic for experiential value, rectifying the ordered
affective engagement shapes their behaviour. This study argues rule of experiential value in the latest literature (Vilnai-Yavetz
that involvement is emotional, and the participants’ sponta- and Rafaeli, 2006; Okazaki, 2008; Reer and Krämer, 2019).
neous state is ‘it is fun’ or ‘pleasant’. This emotion describes Furthermore, by considering Csikszentmihalyi (1990); Doob
people acting to follow their logical cognition. Therefore, (1947) (Ciasullo et al., 2022; Jancenelle et al., 2019; Liao
people tend to control their flow state from one moment to et al., 2021; Muthusamy and Dass, 2021; Newell et al., 2019),
another. Csikszentmihalyi (1990) argued that a flow state is a this research redresses the fallacies of experiential values and
user’s mental focus when performing an activity immersed in cognitive flow states, by reaching the ordered rule’s validity.
enjoyment. The flow means the user is entirely focused on his/ Thus, it provides a critical understanding of the general
her involvement. This study, therefore, argues that experiential management field, especially the placement of game users’
values influence users’ cognitive flows. Users have experi- experiential value, cognitive flow and behavioural sequences
ential values because they directly face an object, such as a that return to the original validities for critical reasoning.
game app (Mathwick et al., 2001). Moreover, Varshneya and Furthermore, it posits Doob (1947), explaining that indi-
Das (2017) explained that users prefer to continue using an viduals experience changed attitudes, constructing their
application when it accelerates attaining their objectives. Four beliefs and values (Zajonc, 1968). This study argues that
previous studies suggested that an object presents specific people’s experiences affect a person’s attitude by overriding
attributes of experiential values that affect the users’ flow state. their cognitive rationale. In that cognitive rationale phase,
It means that users’ experiential values from playing the game individuals obtain their flow or are in their cognitive
affect their cognitive flows (Kapferer and Laurent, 1993) and
influence their continuing use of the game app. Therefore, this
study investigates the ordered rule of the experiential value, the
flow state and game apps’ continuing use. However, the re- Corresponding author:
Sumiyana Sumiyana, Department of Accounting, Faculty of Economics and
searchers dismiss the ordered rule of the flow state, experiential Business, Universitas Gadjah Mada, Jalan Kaliurang Km. 13 Candi Karang,
value and continuing use of apps (Okazaki, 2008; Reer and Suite, Yogyakarta 55584, Indonesia.
Krämer, 2019; Vilnai-Yavetz and Rafaeli, 2006). Email: sumiyana@ugm.ac.id
2 Journal of General Management 0(0)

involvement. Meanwhile, people’s cognitive involvement This research contributes to the argument for the under-
results in a person’s attitude to addressing work and life lying relationship between experiential value and involve-
problems. The basic rule is the ordered rule of experiential ment. First, it supports the underlying concept of
value, the flow state and the continuing use of apps. The Csikszentmihalyi (1990); Doob (1947); Kapferer and
ordered rule of users’ experiential values, flow state and Laurent (1993); Mathwick et al. (2001); Varshneya and
behaviour is a valid concept that was suggested by Das (2017); Zajonc (1968); (Jancenelle et al., 2019;
Csikszentmihalyi (1990), Kapferer and Laurent (1993), Newell et al., 2019; Liao et al., 2021; Muthusamy and Dass,
Mathwick et al. (2001) and Varshneya and Das (2017). This 2021; Ciasullo et al., 2022), that suggests the ordered rule of
study, as stated previously, dismisses the ordered rule of the experiential value, flow state and the continuing use of apps.
flow state, experiential value and the continuing use of game Vice versa, this research refused or rejected the ordered rule
apps and argues that common sense is not conceptualised and of flow state, experiential value and the continuing use of
theorised by the late-ordered rule. The latest ordered rule has apps, which is suggested by Okazaki (2008), Reer and
been suggested by Okazaki (2008), Reer and Krämer (2019) Krämer (2019), Vilnai-Yavetz and Rafaeli (2006). In other
and Vilnai-Yavetz and Rafaeli (2006). In other words, this words, this study should eliminate some fallacies in the extant
study rejects the fallacy of the latest ordered rule. Figure 1 research of Okazaki (2008), Reer and Krämer (2019) and
presents the implicit contradiction. Vilnai-Yavetz and Rafaeli (2006). The second contribution is
This study considers the validity of the ordered rule of that this research reminds academicians and management
experiential values, flow state and continuing use. Then, it scientists of the existence and usefulness of occupational
has further novelty since both occupational therapy therapy (Csikszentmihalyi, 1990) and cognitive-behavioural
(Csikszentmihalyi, 1990; Townsend and Polatajko, 2007) therapy (Beatty and Kahle, 1988). Finally, by recognising the
and cognitive-behavioural therapy (Beatty and Kahle, 1988; validity of the ordered rule of experiential value, the flow
Benjamin et al., 2011; Zhipei et al., 2014) have relevance for state and the continuing use of apps, this study could revi-
managerial decisions. In other words, occupational and talise what marketing strategists must do to control cus-
cognitive-behavioural therapies would be useless when these tomers’ cognition and affection.
therapies are unclearly directed to emphasise experiential
values or the flow state. As psychological tools, occupational
and behavioural therapies help adjust users’ flow states. The Literature review and
adjustment processes are found in the users’ experiential hypotheses development
values. With the increase or decrease in experiential values,
users would have a mental focus and a feeling of total in-
Experience and experiential values
volvement in their activities due to occupational and be- In most extant research, experiential values are used to un-
havioural therapies fine-tuning the users’ cognitive flows. derstand consumers’ reactions to the launch of new products
To accomplish this study’s objective, the author designed (Chaudhuri and Holbrook, 2001; Muthusamy and Dass,
a research method using a survey complemented by a quasi- 2021). They are also used to measure the level of demand
experiment in the case of advertisements. Then, the quasi- for the products offered for sale and to evaluate marketing
experiment affects the antecedents of the users’ cognitive success. Grewal et al. (2009) suggest that when a firm
flows. Our case is a small advertisement that disturbed the provides its customers with tremendous experiences, its
users’ long-held beliefs, which could then adjust their cog- experiential values increase their satisfaction and make them
nition and affection. Moreover, this advertisement rewards an want to rebuy. Meanwhile, the experience is a personal
additional point for the users. Thus, rewards force the users to feeling when people remind themselves of a situation or a
be fully involved because this advertisement probably thing (Pine and Gilmore, 1998). In other words, consumers
influenced their beliefs. This study, therefore, can present have an experience that they will not forget. Therefore, the
evidence that the existence of advertising is in the natural customers’ experiences will create their experiential values.
framework of the association between experiential values and Mathwick et al. (2001) state that experiential value is created
users’ flows. from a personal experience through that person’s interactions

Figure 1. Contradiction and what this study adopts.


Sumiyana and Siahaan 3

with a service or product, either directly or indirectly (remote the flow theory, which states that a psychological condition
appreciation). The personal experiential value in this study exists where someone is doing an activity because it could
can be categorised into escapism, enjoyment, social affilia- intrinsically cause pleasure. A person is always motivated by
tion, visual appeal and entertainment Greussing and the activity. In other words, athletes or artists focus on the
Boomgaarden (2019); S. Wang et al. (2018); Z. Wang game or their appearance (Csikszentmihalyi, 1990). Kowal
et al. (2018); Wei and Lu (2014); (Jancenelle et al., 2019; and Fortier (1999) examine the applicability of the flow
Newell et al., 2019; Liao et al., 2021; Muthusamy and Dass, theory by using swimmers. This examination shows that
2021; Ciasullo et al., 2022). swimmers motivated by their training (i.e. they exercise for
Escapism is a behavioural view that relates to personal pleasure and satisfaction related to their training activities or
activities undertaken to avoid a hard reality or where the choose to participate for their benefit) have a high flow value.
person cannot deal with uncertainties or achieve expectations However, swimmers who do not have self-determination still
(Henning and Vorderer, 2001). Escapism occurs when in- participate in training because of internal and external
dividuals’ lives are unsatisfactory, so their experiences create pressure. Moreover, they have low cognitive flow values
a desire to escape reality or somehow reduce their anxiety when they are not intrinsically or extrinsically motivated.
(Hirschman, 1983; Vorderer, 2013). Enjoyment is a pleasure Conversely, for example, swimmers with self-determined
that an individual feels when he/she gets benefits or losses motivation will have high value and be more likely to
from performing a particular activity (Moon and Kim, 2001). achieve their desired goals. Inversely, if their motivation
According to the flow theory, enjoyment has two underlying occurs either intrinsically or extrinsically, they will experi-
elements: universality and pleasurability (Nabi and Krcmar, ence a low flow value.
2004). Enjoyment is also defined as personal relief from Users probably have two mental conditions that could be
stimulation or achieving relaxation (Sweetser and Wyeth, influenced by information technology. First, they could have
2005). Moreover, Csikszentmihalyi (1990) suggests that two cognitive flows (Chatzakou et al., 2017; Nikhashemi and
enjoyment occurs when individuals either fulfil their previous Valaei, 2018; Rose et al., 2011; Sullivan et al., 2012). Park
expectations or satisfy their desires and achieve their un- and Young (1986) suggest that cognitive and affective in-
expected needs, which might have been unimaginable. volvements are defined as different constructs. The first is
Social affiliation is how a person feels a social attraction, cognitive involvement, which comes from the thinking
usually from a firm’s service through its efficient marketing process originating from the left side of the brain, which is
approach. This attraction refers to the firm’s design features usually used to process information about a product’s fea-
that simulate people with various perceived social cues. tures. Meanwhile, affective involvement is characterised by
Then, a person uses this cue in his/her interpersonal com- the process of thinking originating from the right side of the
munication, which triggers his/her feelings to influence an- brain in the form of perceiving or capturing image dimen-
other person (McGuire, 1968; Z. Wang et al., 2018). sions and symbolic qualities (Mittal, 1987). In other words,
Visual appeal is a reactive source of aesthetic values individuals who use their cognition tend to be involved in
(Greussing and Boomgaarden, 2019). The aesthetic dimen- using their minds (Cacioppo and Petty, 1982), while using
sion is connected to all the pleasures and harmonies humans their affection tends to involve feelings and emotions (Raman
experience (Faiola et al., 2011). Thus, visual appeal is es- et al., 1995). Thus, for example, engagement with a game app
sential to attract consumers’ attention. It refers to selecting is a process of personal achievement with great attention.
the data and information, a transformation, and a presentation They, therefore, become focused on a relevant source of
that facilitates the customers’ exploration and understanding information (Celsi and Olson, 1988; MacInnis and Jaworski,
(Lurie and Mason, 2007; Mathwick et al., 2001). The last is 1989).
entertainment, an event that passively occurs to individuals Individuals’ involvement occurs when they have expe-
or users by absorbing an event through their senses. Enter- rienced something in a specific flow (autotelic), which is
tainment involves customers’ performance observations that intrinsically motivated, and what they did is useful
lead to responses (Ladeira et al., 2016; Pine and Gilmore, (Csikszentmihalyi, 1990). The definition proposed by
1998). In line with the research of Smith and Colgate (2007), Csikszentmihalyi reflects that flow occurs from general ex-
this study argues that experience is how products or services perience when individuals are absorbed in their activities.
create people’s experiential values, which can ultimately Thus, experiences are a person’s feelings and emotional
shape their cognitive flows. states during specific activities (Chou and Ting, 2003).
This study elaborates on the users’ attitudes and intentions to Moreover, gamers could be in a tactical involvement that
use game apps due to their experiential values (Doob, 1947). In represents their flow with all the decision-making processes
other words, an individual’s experience develops his/her ex- of playing games. Flow includes functional interactions with
periential values, which affect his/her attitude and intention to in-game rules (Juul, 2005). Here, this study uses advertise-
use the game app. It means that personal experiential values ments that appear as intruders. The advertisements are de-
change users’ attitudes and intentions by abolishing other signed to get individuals to succeed in stimulating other
new thoughts that clash with their earlier entranced values. people’s cognitive flows due to their ability to gain an ad-
vantage through their play. The advertisements will also
create a condition emphasising personal achievement by
searching for ideal cognitive involvement conditions. Con-
Flow state (cognitive and affective involvements)
versely, affective involvement emphasises personal perfor-
The flow theory was introduced by a psychologist named mance in an emotional state, such as a person’s mood (Soni,
Csikszentmihalyi. In his article, he constructed and discussed 2017).
4 Journal of General Management 0(0)

Continuing use of mobile game apps Hypotheses development


The concept of continuance (i.e. continuing to do something) Experiential value and flow state
is an information systems process which has, in this case,
undergone various implementations to make it sustainable Smith and Colgate (2007) argue that customers’ experience is
(Zmud, 1982). Bhattacherjee (2001) proposed a new ad- how a product or service creates experiential values that
vanced acceptance model for information systems, which ultimately can shape their cognitive and affective involve-
explained users’ intentions to reuse information systems. ment. For this reason, experiential values could be defined as
This model focused on post-acceptance activities. The user’s a person’s flow state when his/her cognition and affection are
intention to continue to use something is determined by their focused on an activity he/she is unaware of, separating it from
satisfaction with their past use of the information systems and spontaneous and dynamic activities. The users’ experiences
the perceived benefits of using a sustainable information could be a business opportunity – with knowledge dissem-
system. Bhattacherjee (2001) argues that users with a higher ination and communication among customers – for a com-
level of satisfaction tend to have a stronger intention to use pany. Moreover, companies can exchange their customers’
online channels in an online context. experiences with other customers so that they become im-
The determining factors in this study are the users’ flow pressed with a product or service (Pine and Gilmore, 1998).
state, consisting of cognitive and affective categories (Lee Most firms usually try to compete and provide an excellent
and Kwon, 2011). These determinants will be decisive in experience for their customers (Pine and Gilmore, 1998). In
continuing to use mobile apps. The process of individuals’ other words, customers may get a pleasant experience be-
flow states begins with the basic rules and concepts of their cause the travelling business’s advertisement has influenced
experiential value, flow state and the continued use of the their cognitive flows. Likewise, whether it is drawn in the
apps (Csikszentmihalyi, 1990; Kapferer and Laurent, 1993; context of this research, advertising gaming apps that in-
Mathwick et al., 2001; Varshneya and Das, 2017). Then, the terfere with a person’s benefits by giving points or rewards
authors infer that an experiential value process must be will form the users’ cognitive flows. In this study, involve-
undertaken to form the user’s flow state so that the user can ment occurs when the user is completing a game. Thus,
decide whether to continue using the mobile game apps. involvement in a game is a situation that motivates a user to
Wang et al. (2019) state that the intention to continue using is exert cognitive flows in their effort to play a game without
driven by the users’ satisfaction and the perceived benefits any disturbance (Lee and Faber, 2007).
from their prior experience using game apps. Users’ experiential values include escapism, enjoyment,
social affiliation, visual appeal and entertainment (Greussing
and Boomgaarden, 2019; Okazaki, 2008; Wang et al., 2018;
Word of mouth Wei and Lu, 2014). Thus, the results achieved reduce and
increase the value of the experience; the users will have a
Brown et al. (2005) suggest that word-of-mouth communication
specific mental focus on their experience when fully involved
(WOM) is essential for marketing research, and its integration
in the game’s activities. Thus, this study has led to occu-
into marketing communication is well-known. This study posits
pational and cognitive behaviour therapies explaining when
that WOM shapes consumer attitudes and behaviour (Harrison-
users adjust their cognitive flows. By using occupational
Walker, 2001). Katz and Paul (1955) reveal that WOM is a
therapy, people can concentrate on their activities because
source of information for expanding marketing. Valaei and
their workload within their experiential values will occupy
Nikhashemi (2017) state that WOM is the oldest media tac-
tic in which customers’ opinions about services, brands or them. On the other hand, by using cognitive-behavioural
therapy, a person could focus on their cognitive rationale
products are developed and distributed to non-commercial
because they benefit when their cognition is in a state of flow.
users. This study infers that information becomes a powerful,
This study argues that advertising affects users’ cognition and
persuasive force, especially for dissemination. WOM is in-
affection. Therefore, it constructs the following hypotheses:
tangible and provides relevant knowledge to other parties before
they buy the product (Baysinger et al., 1985). Then, this study
H1: Users’ experiential values, which are escapism (H1a),
argues that WOM influences customers’ attention by providing
enjoyment (H1b), social affiliation (H1c), visual appeal
insight into others (Hinz et al., 2011) and influences others
through interactions (Cialdini, 1993). Finally, this study con- (H1d) and entertainment (H1e), influence their cognitive
flows positively.
siders that customer experience in messages leads others pos-
H2: Users’ experiential values, which are escapism (H2a),
itively or negatively (Kempert et al., 2011).
enjoyment (H2b), social affiliation (H2c), visual appeal
This research argues that WOM influences the cinema
(H2d) and entertainment (H2e), influence their affective
audience positively or negatively through random conversa-
flows positively.
tions. Moreover, Kim et al. (1991) find that pre-use attitudes
about a product can be affected by WOM. This study infers that
WOM influences the behaviour of customers who have Flow state and the continuing use of mobile
cognitive and affective involvement in a product. This study,
therefore, argues that the users’ experiential values of game
game apps
applications develop a flow process in their cognitive and This study uses occupational and cognitive-behavioural
affective involvement. If game users are in the process of theories to show the adjustment processes of the users’
getting feedback, they could influence other players. More- cognitive flows (Beatty and Kahle, 1988; Benjamin et al.,
over, they could also be affected by other players. 2011; Zhipei et al., 2014). It shows the users’ goal
Sumiyana and Siahaan 5

achievement, which is to understand their dynamic ex- two research methods. The first was a survey, and the other a
perience (Csikszentmihalyi, 1990). The flow theory ex- quasi-experiment. With the survey, this study investigated the
plains the phenomenon focused on the user’s experiences state of involvement of individuals, which began with the
(Csikszentmihalyi, 1989). This study considered the users’ experiential values they obtained from gaming apps (Kapferer
cognitive flows constructed from phenomena or personal and Laurent, 1993; Mathwick et al., 2001; Varshneya and Das,
experiences rather than personality traits. The logic of the 2017). Then, these experiential values were used to form an
flow theory strengthens this research’s arguments that individual cognitive and affective flow (Csikszentmihalyi,
personal experiences influence the users’ intention to use 1990). For its second method, this study conducted a quasi-
mobile game apps because their cognition and affection experiment to explain the occupational and cognitive-
have been in a flow state. Furthermore, when the users’ behavioural therapies when individuals are involved in a
experiential values occur and build their cognitive flows, game app. This research used individual subjects – the players
they will always decide to continue using mobile game of the game – who have been exposed to advertisements when
apps. In other words, they will not stop their use of the they played games. Because of the advertisements, the indi-
apps. Thus, this study develops the following hypotheses: viduals would get benefits, such as gifts, points or credits.
This study took respondents who were young Indonesian
H3: Users’ cognitive (H3a) and affective (H3b) flow gamers. A five-point Likert scale was used in the ques-
positively influence their continuing use of mobile game tionnaire. The question items for each construct are presented
apps. in Appendix A. This study used the same variables as several
extant studies. It underlined that these extant studies had
tested the face and content validities. However, this study
Flow state and WOM made minor modifications so that the questionnaire’s items
WOM communication influences other customers’ sustain- matched the content of this study, as presented in Table 1.
ability, which plays a role in one’s cognitive and affective in-
volvement (Aroean et al., 2019). Libai et al. (2010) argue that Data collection and analysis
WOM could make users’ experiences more significant than
other sources of information because it has a higher level of This study collected data using a web questionnaire (Ebert
similarity between senders and recipients. Varshneya and Das et al., 2018). The questionnaire used Google Forms and was
(2017) argue that customers who face psychological tension sent to each respondent in various locations in Indonesia.
stimulate others to share experiences when involved in an Then, the data were collected over 2 months to allow suf-
adventure. Therefore, WOM could be considered an input to ficient time for the respondents to reply. Questionnaires were
consumer decision-making in the purchasing process (Bone, sent to individuals who had already played either the ‘Deer
1995). This study infers that WOM is essential for service Hunter’ or ‘Smashing Rush’ game. This study could not
providers and game developers. It, therefore, examines the identify whether respondents were addicted to the two games.
relationship between the users’ experiential values and WOM in The respondents played the game every day, on average. All
a game application. In other words, it investigates users’ cog- the respondents (55% male and 45% female) represent
nitive and affective engagement processes due to WOM. From gamers aged from 17, or turning 17, to 25; they were cat-
another perspective, this study applies occupational therapy and egorised as the younger generation in the range of adoles-
cognitive-behavioural therapy in explaining advertisements. It cents and younger adults (Festl et al., 2013; Scharkow et al.,
argues that advertisements could increase the players’ flow 2015; Thompson et al., 2015). This study protects the re-
because their cognitive and affective involvement is formed spondents’ confidentially; the survey was conducted without
when playing game applications. Then, when players are in a any obligation for them to put their name, birthdate or address
state of flow, they are stimulated by their pleasure. So, users on the completed questionnaire.
would not only continue the game for themselves but also they After collecting the respondents’ data, the researchers
promote other players to try the game through WOM. For this tested the data’s validity and reliability. Then, we tested all
reason, the research develops the following hypotheses: the hypotheses using structural equation modelling (SEM) to
determine the causal relationship among the variables con-
H4: Users’ cognitive (H4a) and affective (H4b) flow structed in this study’s model. This study tested the reliability
positively influence their word of mouth in mobile game and validity of the data. It then measured each model to assess
apps. its goodness of fit compared to the normative-standard value.
This study took into account the goodness-of-fit criteria of
This research constructs a conceptual framework that chi-square statistics, CMIN/DF (minimum chi-square, degree
relates to all the hypotheses. It makes a series of all the of freedom), CFI (comparative fit index), AIC (Akaike in-
hypotheses, as presented in Figure 2 below. formation criterion), TLI (Tucker-Lewis index) and RMSEA
(mean root square of approximation).

Research method
Statistical results
Sample and measurements
This study explains the importance of the grand theories, which
Data’s description
have described the relationship between experiential values and This study collected information from 410 respondents. Five
involvement. To find out the importance, the researchers used respondents were excluded because they did not fit the
6 Journal of General Management 0(0)

Figure 2. Research model.

Table 1. Variable definitions.

Variables Items Operational definitions

Cognitive involvement: Zaichkowsky 5 It emphasises one’s level of relevance regarding an object that forms the individual’s
(1994) information process based on functional (utilitarian motives). It also explains the
individual’s achievement of their idealisation of an object.
Affective involvement: Zaichkowsky 5 It emphasises people’s relevance level based on emotional attraction in expressing their self-
(1994) image. Individuals’ emotions can exist due to utilitarian motives. It explains artistic values
depending on the interaction of stimulus and person.
Escapism: Hirschman (1983) 6 It emphasises individuals’ desire to avoid inconvenience in their lives. It is not due to the
intellectual quality but rather to its usefulness as a mechanism to reduce anxiety.
Enjoyment: Green et al. (2004) 4 It refers to the individual’s affective response, which gives pleasure to them as a stimulus and
its consequences which furtherly will create a better mood.
Social affiliation: Bloemer et al. (2003) 4 It emphasises interpersonal relationships, which are involved in social interactions with
others.
Visual appeal: Tsai et al. (2010) 3 It is related to the object’s attractiveness, design and beauty of its appearance. It refers to the
striking visual elements, which include colour, interior design, graphic layout and
photographic quality.
Entertainment: Pine et al. (1999) 3 It explains individuals’ passive behaviour in absorbing visual appeal through their senses.
WOM: Miller and Tucker (2013) 3 It emphasises implementing information strategies regarding the services, brands, or
products developed and disseminated to other non-commercial customers.
Continuing intention to use: 3 It shows the motivations of individuals to continue using game apps in the long run.
Bhattacherjee (2001)

research criteria or had never played a game that featured standard deviation of all the data indicates a number below
advertisements. The final number of respondents used in the the mean. On the other hand, the data’s aggregate indicated
study came to 405. Male respondents (55%) dominated the that some variables had a mean value of more than 2.00 and
study’s data. Approximately 56% of the respondents were in were close to 3.00. Most mean values were below their
the age range of 17–25 years old. In addition, we noted that median, except for affective involvement and continuous use.
1% of the respondents we collected were turning 17. This study infers that the data will support the hypotheses
Meanwhile, 74% of the respondents played games fre- through descriptive statistics.
quently. Thus, it can be concluded that gamers are mainly
from the younger generation. Therefore, we believe the re-
Reliability and validity test results
search predominantly involved gamers with cognitive ma-
turity, usually adolescents and young adults. Detailed This study examined convergent and discriminant validities
demographic information about the respondents is presented using a confirmatory factor analysis (CFA). All the variables
in Table 2. had convergent validity due to their loading factors above 0.5
(Fornell and Larcker, 1981). Thus, this study concluded that all
the item questions could be loaded into each variable. It
Descriptive statistics
concluded that all the variables had convergent validity within
Table 3 presents the descriptive statistics showing each each construct. The authors measured the validity of the
variable’s research data by presenting the minimum, maxi- variables using the corrected item-total correlations. This
mum, mean, median and standard deviation values. The statistical analysis noted that Question 2 in the variable of
Sumiyana and Siahaan 7

Table 2. Respondents’ demography.

Categories Type of respondent Number Percentage (%)

Sex Male 224 55


Female 186 45
Age Below (turning) 17 6 1
17-25 230 56
26-35 144 35
Above 36 30 7
Gaming activity Every day 139 34
Every week 124 30
Never 41 13
Seldom 106 26
Manipulation check Yes 305 74
No 105 26

Table 3. Descriptive statistic. CMIN/DF standard value, its model met the standard of
3.979. The result of the RMSEA showed its closeness to the
Variable Min. Max. Mean Median Std. Dev.
cut-off standard, which was 0.099. The TLI and CFI values
Affective involvement 1.00 5.00 3.12 3.00 1.2669 were also more than the standard value. They also showed
Cognitive involvement 1.00 5.00 2.65 2.00 1.2431 results that were close to the cut-off standard. The study’s
Enjoyment 1.00 5.00 2.48 2.00 1.2303 model was a medium fit based on the CFI and TLI values.
Entertainment 1.00 5.00 2.41 2.00 1.1717 This research argues that its model had the goodness-of-fit
Escapism 1.00 5.00 2.82 3.00 1.2166 due to its AIC default, which resulted in a small value and
Social affiliation 1.00 5.00 2.97 3.00 1.1016 was close to AIC saturation. Statistical results showed that
Visual appeal 1.00 5.00 2.74 3.00 1.1027 the research model mainly met the standards. This study
Positive WOM 1.00 5.00 2.93 3.00 1.2314 concluded that the model had marginal goodness of fit, as
Continuing use 1.00 5.00 3.04 3.00 1.2352 shown in Table 5. In other words, this research recognised a
Note: n = 405. resulting model was ranked as a medium in its goodness-of-
fit but showed its nomological validity. Moreover, most of the
associations showed profound statistical significance. Thus,
social affiliation had a value of 0.446. It forced the item the authors believe that the statistical and model inferences
question to be included in the further analysis because it did not are undoubtedly (Curbow et al., 2000; Kaiser, 1974;
influence the final result. The corrected item-total correlations Schreiber, 2021) due to the higher than standardised
showed that each variable had discriminant validity because measurements.
the r-count for each item question was more than its calculated In Table 6 above, the analysis shows that most of the
r-table count. Statistical results show that the r-table in this hypotheses in the research model are supported. Thus, hy-
study was 0.3291. Thus, this study concluded that each var- potheses H1b, H1c, H1d and H1e are supported since every
iable had discriminant validity because the corrected item-total associative formulation is positive and significant. For ex-
correlations exceeded the expected cut-off value. ample, the association between the users’ enjoyment and
This study used Cronbach’s alpha and composite reliability cognitive flow has a beta coefficient of 0.055 and a CR-value
to test the data’s reliability. All the variables were calculated as of 3.263, significant at 5%. Therefore, the authors conclude
reliable because the values for Cronbach’s alpha and the that experiential values, except escapism, affect gamers’
composite reliability were more than 0.70 (Hair et al., 2013). cognitive flows. The statistical analyses on the relationship
The lowest value of Cronbach’s alpha was 0.772, the social between gamers’ experiential values and affective flows
affiliation variable. Moreover, Joreskog’s rho value was higher show the same results. Therefore, this study supports
than 0.9 for all the supported variables. Therefore, the result hypotheses H2b, H2c, H2d and H2e. These supports imply
showed the study’s reliability, with 0.973 being the lowest that experiential values, except for escapism, influence
value. It meant that all the variables were reliable. Further- gamers’ affective flows. In this study, the unsupported
more, the authors believe that this study’s measured variables hypotheses are H1a and H2a. The analysis shows Hy-
are relevant to determine gamers’ beliefs, attitudes and be- pothesis H1a had a negative beta coefficient ( 0.064), and
haviours. Moreover, as proposed by this research model, we its CR-value ( 0.235) exceeded the significant standard
demonstrate that each measured variable could differentiate value.
gamers’ experiential values in simultaneous discriminant and The statistical results show that hypotheses H3a and H3b
convergent validities. Table 4 presents the detailed test results are supported. Gamers’ cognitive flows have a statistically
of reliability, convergent and discriminant validity. significant positive influence on continued game app use.
This study argues that gamers want to continue using game
apps, although advertisements interrupt their cognitive flow.
The model’s goodness of fit test
Moreover, the gamers’ cognitive flow (H4a and H4b) sta-
The structural model’s analysis showed that the research tistically significantly influences their use of word of mouth
model had a goodness-of-fit. When this study used the about game apps. This study has highlighted that although the
8 Journal of General Management 0(0)

Table 4. Reliability and validity test results.

Corrected
item-total
Variables Items Factor loading AVE correlation Cronbach’s Alpha Jorescog’s rho (Rho_A) Composite reliability

Cognitive CGI1 0.922 0.686 0.851 0.914 0.973 0.915


CGI2 0.861 0.797
CGI3 0.686 0.672
CGI4 0.793 0.777
CGI5 0.859 0.805
Affective AFI1 0.878 0.705 0.822 0.922 1.006 0.923
AFI2 0.899 0.850
AFI3 0.747 0.726
AFI4 0.833 0.804
AFI5 0.834 0.790
Escapism ESP1 0.827 0.690 0.769 0.929 1.036 0.930
ESP2 0.885 0.833
ESP3 0.926 0.872
ESP4 0.867 0.820
ESP5 0.710 0.714
ESP6 0.750 0.756
Enjoyment ENJ1 0.847 0.800 0.820 0.941 0.995 0.941
ENJ2 0.893 0.866
ENJ3 0.926 0.881
ENJ4 0.910 0.868
Social SA1 0.825 0.618 0.590 0.772 1.059 0.772
Affiliation SA2 0.565 0.446
SA3 0.701 0.708
SA4 0.603 0.608
Visual Appeal VA1 0.868 0.756 0.811 0.903 0.997 0.903
VA2 0.864 0.813
VA3 0.877 0.800
Entertainment ENT1 0.853 0.761 0.804 0.905 1.005 0.905
ENT2 0.900 0.843
ENT3 0.864 0.782
WOM WOM1 0.884 0.804 0.840 0.925 1.007 0.925
WOM2 0.924 0.868
WOM3 0.876 0.827
Continuing CIPA1 0.835 0.757 0.785 0.903 0.989 0.903
Use CIPA2 0.881 0.799
CIPA3 0.893 0.837
Note: CGI (cognitive involvement), AFI (affective involvement), ESP (escapism), ENJ (enjoyment), SA (social affiliation), VA (visual appeal), ENT (enter-
tainment), WOM (word of mouth), CIPA (continuing intention to use).

Table 5. Model’s validity results. Discussion and implications


Criteria Cut-off standards Model This study found that the experiential values of social af-
Chi-square — 2,307.570 filiation, pleasure and entertainment influence users’ cogni-
Probability ≥0.05 0.000 tive flows. It has been concluded that experiential values
CMIN/DF ≤5.00 3.979 influence the state of physical involvement. It was noted that
CFI ≥0.90 0.822 escapism – the exception – did not affect the users’ flow state
TLI ≥0.95 0.806 on cognitive or affective engagement because young gamers
RMSEA ≤0.08 0.099 are not easily interrupted by the appearance of advertise-
AIC — 2,551.570 ments. In addition, they are aware that free games are at-
tached to many adverts. Thus, gamers have no experiential
gamers faced adverts when playing the Deer Hunter and value of escapism; this does not influence their cognitive and
Smashing Rush game apps, they were still motivated to affective flows to stop playing games because they know the
continue using them. ads are temporary disturbances. Then, the authors inferred
This study proved its model’s 12 out of 14 hypotheses, that young gamers continually play games, searching for
showing a positive and significant relationship at standard gifts, scores and benefits that eliminate their escapist motives.
statistical values. Most associations are at a significance level On the other hand, young players usually want an exciting
of 5%, while others show a positive and significant rela- game, which can impact their enjoyment and visual interest
tionship at 1%. Figure 3 shows the results of the causality provided by the game application. This study considered that
testing of all the hypotheses on the whole research model. the experiential values of entertainment presented in the
Sumiyana and Siahaan 9

advertisements do not change their affection. The authors flows first and reflect their behaviour second; this is this
argue that users do not explore the advertisements when study’s rigorous contribution. Furthermore, this study has
playing game applications, despite them promoting rewards, concluded that experiential values affect attitudes. Otherwise,
points or credits. Thus, game applications should be re- the ordered relationship between individuals’ attitudes and
decorated with advertisements more attractively to give experiential values is a fallacy. It means that individuals’
young players pleasure (Aroean et al., 2019; Libai et al., cognitive flows do not function as the starting point for what
2010). In other words, the advertisements should make the an individual subsequently does. Thus, this study’s contri-
game users flow and attract them to continue to play game bution is that the ordered relationship among experiential
applications (Beatty and Kahle, 1988; Benjamin et al., 2011; values, cognitive flows and behaviour is correct and has
Zhipei et al., 2014). The authors infer that younger game critically valid reasoning.
users are usually characterised by self-determination, self- The conceptual revitalisation of Doob (1947) and Zajonc
righteousness and rigid thinking. This research found that the (1968) implied that Okazaki (2008); Reer and Krämer
cognitive and affective flow affects the continuing use of (2019); Vilnai-Yavetz and Rafaeli (2006) did not have crit-
game applications on an ongoing basis and by word of ical reasoning because all these studies were constructed with
mouth. the ordered relationship of cognitive flows, experiential
This research documented that individuals’ experiences values and behaviour. From a methodological perspective,
affect their cognitive flows, reflected in their behaviour. The this study argues that individuals’ experiential values cannot
ordered rule of experiential values, cognitive flow and be forced into being a mediating variable in the relationship
gamers’ behaviour could revitalise the constructed arguments between cognitive flows and behaviour. This study argues
of Doob (1947) and Zajonc (1968). These two researchers that experiential values are the beliefs that affect individuals’
argued that individuals’ experiential values, the starting involvement, and the relationship cannot be inverted.
point, move them to act and work at something. Individuals Moreover, it noticed that individuals’ involvement in cog-
identified that their experiential values affect their cognitive nitive flows supports Csikszentmihalyi (1990); Doob (1947);
Kapferer and Laurent (1993); Mathwick et al. (2001),
Varshneya and Das (2017); Zajonc (1968); (Jancenelle et al.,
Table 6. Statistical association results.
2019; Newell et al., 2019; Liao et al., 2021; Muthusamy and
Hypotheses Associations Coeff. CR-values Sig. Dass, 2021; Ciasullo et al., 2022). Therefore, the ordered
relationship of experiential values, cognitive flows and be-
H1a (+) CGI ← ESP 0.064 0.235 — haviour is the most theoretically valid. This ordered rela-
H1b (+) CGI ← ENJ 0.055 3.263 ** tionship is demonstrated by individuals’ beliefs affecting
H1c (+) CGI ← SA 0.065 2.262 **
their involvement and then being reflected in their behaviour.
H1d (+) CGI← VA 0.063 2.176 **
Moreover, this study refuted the ordered relationship of
H1e (+) CGI ← ENT 0.066 4.796 ***
cognitive flows, experiential values and behaviour in
H2a (+) AFI ← ESP 0.047 0.755 —
methodological research.
H2b (+) AFI ← ENJ 0.047 9.695 ***
H2c (+) AFI ← SA 0.048 2.308 ** This research contributes to the strengthened validity of
H2d (+) AFI ← VA 0.046 2.736 ** the ordered relationship of experiential values, cognitive and
H2e (+) AFI ←ENT 0.049 4.499 *** affective involvement and behaviour. This study considers a
H3a (+) CIPA← CGI 0.062 2.637 ** game’s context as the basis for individuals’ consistent
H3b (+) CIPA← AFI 0.077 4.614 ** decision-making, even when distracted by adverts. Fur-
H4a (+) WOM← CGI 0.062 3.225 ** thermore, this research represents that the experiential value
H4b (+) WOM← AFI 0.078 5.662 ** gradually influences the gamers’ cognitive flows to continue
playing the game regardless of any intervention. Conse-
Note: CGI (cognitive involvement), AFI (affective involvement), ESP (escapism),
quently, occupational therapy (Csikszentmihalyi, 1990) and
ENJ (enjoyment), SA (social affiliation), VA (visual appeal), ENT (entertainment),
WOM (word of mouth), CIPA (continuing intention to use). Significance cognitive-behavioural therapy (Beatty and Kahle, 1988) can
signs are: *(p < 0.10), **(p < 0.05), ***(p < 0.01). be educational, behavioural and relevant to marketing

Figure 3. The statistical results of this study’s model.


10 Journal of General Management 0(0)

strategies. First, Csikszentmihalyi (1989) suggested that experiential values. As a result, gamers always involve their
individuals’ activities could be instrumentalised with some focused cognition and affection in running the games.
therapy, forming individuals’ beliefs that are applied daily
(Thompson et al., 2015; Townsend and Polatajko, 2007).
These studies argued that occupational therapies influence
Conclusion and future research
individuals’ beliefs. The process of affective and cognitive This study finds that experiential values, enjoyment, social
occupations could be the beliefs and values influencing in- affiliation, visual appeals and entertainment influence cog-
dividuals’ activities. From the learning acquisition per- nitive flows. Meanwhile, an experiential value does not in-
spective, the game applications developed by designers fluence either cognitive or affective flows. This research
should accommodate gamers with active kinetic learning concluded that experiential values still influence involve-
(Sumiyana et al., 2022; Sumiyana et al., 2022) as a practical ment. It notes that escapism probably does not influence
implication. In this learning process, gamers gain experiential involvement since young gamers are not easily disturbed by
values, devolving their cognition constantly to engage with the appearance of adverts. Younger gamers are usually
the game. Thus, gamers are always in a cognitive flow state marked by their high self-determination, self-righteousness
with their experiential values. As an impact, individuals were and obstinacy in thinking. Finally, this study finds that
engaged with their goal orientation, task orientation, an cognitive flows influence the continuing usage of game apps
important role and others when undergoing some form of and word of mouth in the second stage. From the angle of all
therapy. This research, therefore, infers that occupational the associations in this study’s model, it is concluded that the
therapy affects an individual’s beliefs and experiential values, ordered logic of experiential values, involvement and con-
but occupational therapies do not directly influence indi- tinuing usage has the most critical validity. Otherwise, the
viduals’ involvement, due to the impact of their beliefs and inverse relationship, involvement, experiential values and
values. continuing usage would be a form of uncritical logic. It would
Second, this research posited Beatty and Kahle (1988); mean that scientific knowledge could not critically account
Benjamin et al. (2011); and Zhipei et al. (2014), who dis- for the inversion of the ordered relationship. Therefore, this
closed cognitive-behavioural therapy (CBT). They sug- study argues that this inversion should not be maintained. In
gested that individuals’ emotions, thoughts and behaviour, other words, it recommends restoring science and knowledge
which are at the core of their beliefs, are influenced by as philosophically rigorous science and knowledge.
others. Furthermore, they argued that CBT could assist This study argues that the ordered logic of experiential
individuals therapied by advertisements. Through this values, involvement and continuing usage is correct. Then, two
therapy, individuals can find their strategy by moving from concepts about occupational and cognitive-behaviour therapies
unconsciousness to consciousness. In other words, indi- can be held to construct individuals’ attitudes and intentions.
viduals could identify their mental disorders with a Thus, psychologists can use occupational and cognitive-
problem-focused strategy (Benjamin et al., 2011; Zhipei behaviour therapies to restructure (cure) individuals suffering
et al., 2014). Consequently, this study demonstrates prac- from cognitive distortions such as denial, psychological pro-
tical implications. Hence, it argues that game developers jection, parataxical integration, preference, etc. Ultimately,
and designers should innovate applications to treat gamers’ Doob (1947) and Zajonc (1968) argued that experiences caused
cognition, so these apps emphasise learning with sums of individuals to construct their beliefs and value systems. This
sequentially experiential values. In other words, we dem- study argues that adverts influence customers’ beliefs and
onstrate the need to develop game applications to act as a values. Individuals who construct their beliefs and values are
therapy for gamers’ cognition first, making their cognitive engaged in cognitive flows or involvements.
state flow continuously. Inversely, we recommend that This study opens up opportunities for future research.
developers and designers not occupy gamers’ activities First, the ordered logic of experiential values, involvement
eventually. This study also argued that CBT focuses on and continuing usage could be investigated for the existence
changing individuals’ thoughts, beliefs, attitudes and be- of any mitigation and modification of the cognitive bias.
haviour. Finally, this study concluded that CBT applies Psychologists could only restructure the bias’s mitigation and
regardless of whether the ordered relationship is an expe- modification during an individual’s cognitive flow stage,
riential value, a cognitive involvement, or a type of be- treating the differential magnitudes of users’ flow states.
haviour. The first therapy focuses on an individual’s beliefs Thus, this restructured process would be better investigated
when facing pseudo-discrimination or over-generalisation by using the experimental research design. Second, new
of his/her beliefs due to advertisements. From a manage- research could introduce the psychological attachment theory
ment scientist’s perspective, the authors explain that the into this study’s model. In addition, cognitive and affective
effectiveness of marketing strategies is correlated with the attachments would also consider personal relationships or
experiential value cycle and the marketing party, especially social interactions. This new research could be designed
when presenting adverts in a game application. Thus, this using experimental designs, which would be treated with
correlation produces general management control of game social interaction and differentiated by regulation, repetition
app lifecycle measures, especially inanimated apps. In (or not) and other methods. Thus, high-low social networking
addition, it supports the paradigm shift for transforming that influences the high-low attachment has consequences for
game apps to match the dynamics of the users’ cognitive users’ flow involvements that further affect the continuing
fits. Furthermore, this strategy design contributes to the use of the game. Third, this research recognised the quasi-
scope of management scientists to identify the adverts’ fit- experiment, possibly producing low conclusion validity due
modelling that can continuously influence the gamers’ to the lagged time for the respondents to complete the
Sumiyana and Siahaan 11

questionnaires compared to the true experiment. In addition, mouth intentions and behaviours in a retailing context. Jour-
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Professor in Accounting and Information Systems, Faculty of Chatzakou D, Vakali A and Kafetsios K (2017) Detecting variation
Economics and Business, Universitas Gadjah Mada, Indonesia. We of emotions in online activities. Expert Systems with Appli-
appreciated and took notes of all suggestions and comments from cations 89: 318–332.
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The author(s) disclosed receipt of the following financial support for
dicting? An analysis of the effects of team members–supervisor
the research, authorship, and/or publication of this article: This work
relationships on job satisfaction in healthcare. Journal of General
was supported by the Gadjah Mada University’s Research Direc-
Management 47(3): 155–167. DOI: 10.1177/03063070211035728.
torate of 2021 financed this research up to publication..
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vol. 3, goals and cognitions. New York: Academic.
Data Availability Statement
Csikszentmihalyi M (1990) The domain of creativity.
The datasets generated during and/or analyzed during the current study Curbow B, Spratt K, Ungaretti A, et al. (2000) Development of the
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Sumiyana Sumiyana  https://orcid.org/0000-0002-1518-9681
Ebert JF, Huibers L, Christensen B, et al. (2018) Paper or web-based
Nur Halimah Siahaan  https://orcid.org/0000-0003-1370-8588
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synchronisation across the lifespan: intersection of develop- apps (which gives reward/point/credits) are:
ment and musical experience. PLoS One 10(6): e0128839.
Townsend EA and Polatajko HJ (2007) Advancing an occupational 1. Unimportant vs Important
therapy vision for health, well-being, and justice through oc- 2. Worthless vs Valuable
cupation. Ottawa, ON: CAOT Publications ACE. «Enabling 3. Irrelevant vs Relevant
Occupation II Présente Une Vue En Coupe Tranversale Du 4. Meaningless to me vs Meaningful to me
MCRO-P Pour Définir et Délimiter Le Domaine de 5. Not to be Needed vs Needed
Préoccupation Des Ergothérapeutes, c’est-Àdire l’occupation
Humaine.
Affective involvement (Koo, 2009; Mathwick
Tsai M-T, Tsai C-L and Chang H-C (2010) The effect of customer et al., 2001; Zaichkowsky, 1994)
value, customer satisfaction, and switching costs on customer To me, the ads in Deer Hunter or Smashing Rush gaming
loyalty: An empirical study of hypermarkets in Taiwan. Social apps (which gives reward/point/credit) are:
Behavior and Personality: an international journal 38(6):
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Vorderer P (2013) Toward a psychological theory of suspense. In: gaming apps, I felt I was in a different world.
suspense. Routledge, pp. 243–264. 2. I felt like a different person while looking at the ads in
Wang S, Lo D, Vasilescu B, et al. (2018) EnTagRec++: an enhanced Deer Hunter or Smashing Rush gaming apps.
tag recommendation system for software information sites. 3. When looking at the ads in the Deer Hunter or
Empirical Software Engineering 23: 800–832. Smashing Rush gaming apps, they let me imagine I
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user satisfaction on the continuance intentions to use mobile 4. I felt I played a different person while looking at the
communication applications: a mobile service quality perspective. ads in Deer Hunter or Smashing Rush gaming apps.
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Wang Z, Ye X, Lee J, et al. (2018) A spatial econometric modelling Rush gaming apps, I forgot about my daily routine.
of online social interactions using microblogs. Computers, 6. While looking at the ads in Deer Hunter or Smashing
Environment and Urban Systems 70: 53–58. Rush gaming apps, I completely escaped reality.
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and gratifications. Internet Research.
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duction, revision, and application to advertising. Journal of 1. Watching ads in Deer Hunter or Smashing Rush
advertising 23(4): 59–70, In this issue. gaming apps is exciting.
14 Journal of General Management 0(0)

2. Watching ads in Deer Hunter or Smashing Rush Entertainment (Koo, 2009; Mathwick et al., 2001;
gaming apps is fun. Pine et al., 1999)
3. Watching ads in Deer Hunter or Smashing Rush
gaming apps is interesting. 1. How the ads in Deer Hunter or Smashing Rush
4. Watching ads in Deer Hunter or smashing Rush gaming apps were shown was amusing.
gaming apps excites me. 2. How the ads in Deer Hunter or Smashing Rush
gaming apps were shown was entertaining.
3. I enjoyed looking at the ads in Deer Hunter or
Social affiliation (Bloemer et al., 2003; Koo, 2009; Smashing Rush gaming apps.
Mathwick et al., 2001)
1. Watching ads in Deer Hunter or smashing Rush Word-of-Mouth (Koo, 2009; Mathwick et al.,
gaming apps makes me feel friendly and talkative to 2001; Miller and Tucker, 2013)
others. 1. I transmit my personal experience from this game to
2. I enjoy being a part of a community. other people I know.
3. I usually talk to others when watching ads in Deer 2. I recommend this game to other people I know.
Hunter or Smashing Rush gaming apps. 3. I talk about this game to people I am familiar with
4. Watching ads in Deer Hunter or Smashing Rush them.
gaming apps makes me talk to other people.
Continuing Use (Bhattacherjee, 2001; Koo, 2009;
Visual appeal (Koo, 2009; Mathwick et al., 2001) Mathwick et al., 2001)
1. The Deer Hunter or Smashing Rush gaming apps 1. I would want to play Deer Hunter or Smashing Rush
display their ads attractively. games in the future.
2. The ads in Deer Hunter or Smashing Rush gaming 2. I would recommend Deer Hunter or Smashing Rush
apps are aesthetically appealing. games to my friends or others.
3. I like the way the ads on the Smashing Rush gaming 3. I would play Deer Hunter or Smashing Rush games
app look. more frequently.

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