Abstract
Consumer habit, an important key to repetitive consumption, is an interesting yet puzzling phenomenon. Sometimes this consumption becomes obsessive—consumers will continue to act a certain way even when they feel it is not in their best interests. However, not all consumers develop such addictions. This study uses cyber-game addiction syndrome as an analogue to trace the possible causes of consumer addiction. Results from structure equation modeling show that repetition of favorite activities has a moderate effect upon addiction, which is in line with the assertion of rational addiction theory. However, flow experience—the emotional state embracing perceptional distortion and enjoyment—shows a much stronger impact on addiction. This suggests that consumers who have experienced flow are more likely to be addicted.
Get full access to this article
View all access options for this article.
