{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,5]],"date-time":"2026-03-05T17:21:36Z","timestamp":1772731296369,"version":"3.50.1"},"reference-count":93,"publisher":"Emerald","issue":"3","license":[{"start":{"date-parts":[[2023,2,28]],"date-time":"2023-02-28T00:00:00Z","timestamp":1677542400000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["DTA"],"published-print":{"date-parts":[[2023,6,14]]},"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism, enjoyment, role projection, sensory, arousal and emotional involvement) of the TikTok app determine users' intention to use the app and its resulting impact on the actual usage behavior remains limited in the information systems literature, especially featuring the hedonic consumption perspective in entertainment industry.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>This study employs uses &amp; gratification theory to answer the \u201cwhy\u201d via predicting the role of hedonic consumption experiences that serve as gratifications to trigger technology acceptance behavior (especially, in form of users' behavioral intention to use the TikTok app and its further impact on usage behavior). This study utilizes the partial least squares-structural equation modeling approach to perform data analyses on 258 TikTok app users.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>Our results provide a strong support such that users' playful consumption experiences (i.e. escapism, role projection, arousal, sensory experience and enjoyment) positively influence their intention to use the TikTok app and its resultant effect on users' actual usage of the app. In contrast, fantasy and emotional involvement fail to influence users' intention to use the TikTok app.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>To the best of our knowledge, our investigation is one of the first studies to apply the hedonic consumption experiences as potential gratifications that derive users' intention and its subsequent influence on the actual usage of the TikTok app. Our study results would assist marketing and brand managers to redefine approaches and tactics to create effective strategies that implement essential determinants to increase behavioral intention among entertainment service providers.<\/jats:p><\/jats:sec>","DOI":"10.1108\/dta-03-2022-0107","type":"journal-article","created":{"date-parts":[[2023,2,28]],"date-time":"2023-02-28T00:04:30Z","timestamp":1677542670000},"page":"344-365","source":"Crossref","is-referenced-by-count":25,"title":["TikTok app usage behavior: the role of hedonic consumption experiences"],"prefix":"10.1108","volume":"57","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-8220-1989","authenticated-orcid":false,"given":"Amir Zaib","family":"Abbasi","sequence":"first","affiliation":[]},{"given":"Natasha","family":"Ayaz","sequence":"additional","affiliation":[]},{"given":"Sana","family":"Kanwal","sequence":"additional","affiliation":[]},{"given":"Mousa","family":"Albashrawi","sequence":"additional","affiliation":[]},{"given":"Nadine","family":"Khair","sequence":"additional","affiliation":[]}],"member":"140","published-online":{"date-parts":[[2023,2,28]]},"reference":[{"issue":"2","key":"key2023062207415066500_ref001","first-page":"223","article-title":"Using the playful consumption experience model to uncover behavioral intention to play Multiplayer Online Battle Arena (MOBA) games","volume":"56","year":"2021","journal-title":"Data Technologies and Applications"},{"key":"key2023062207415066500_ref002","doi-asserted-by":"crossref","first-page":"100390","DOI":"10.1016\/j.entcom.2020.100390","article-title":"Playful-consumption experiences and subjective well-being: children's smartphone usage","volume":"36","year":"2021","journal-title":"Entertainment Computing"},{"key":"key2023062207415066500_ref003","first-page":"290","article-title":"Playful-consumption experience in digital game playing: a scale development","year":"2017"},{"key":"key2023062207415066500_ref004","doi-asserted-by":"crossref","first-page":"43","DOI":"10.1016\/j.entcom.2018.12.002","article-title":"An empirical validation of consumer video game engagement: a playful-consumption experience approach","volume":"29","year":"2019","journal-title":"Entertainment Computing"},{"key":"key2023062207415066500_ref005","first-page":"85","article-title":"Playful-consumption experience and consumer videogame engagement in the lens of S-R model: an empirical study","year":"2019"},{"key":"key2023062207415066500_ref006","doi-asserted-by":"crossref","first-page":"101937","DOI":"10.1016\/j.techsoc.2022.101937","article-title":"Go cashless! 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