Research Article
Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)
Table 2
Cronbach’s alpha, composite reliability, and average variance extracted.
| | CA | CR | AVE | VIF |
| Arousal | 0.844 | 0.889 | 0.617 | 2.077 | Challenge | 0.861 | 0.899 | 0.641 | 1.492 | Emotional involvement | 0.838 | 0.885 | 0.659 | 2.279 | Enjoyment | 0.876 | 0.915 | 0.731 | 1.751 | Escapism | 0.907 | 0.927 | 0.679 | 1.934 | Fantasy fulfillment | 0.880 | 0.919 | 0.741 | 1.993 | Focused attention | 0.736 | 0.825 | 0.543 | 1.667 | Gamer experience | 0.876 | 0.924 | 0.802 | 1.000 | Intention to continue playing game | 0.906 | 0.934 | 0.780 | — | Intention to purchase game item | 0.932 | 0.947 | 0.749 | — | Intention to recruit new player | 0.918 | 0.942 | 0.801 | — | Role projection | 0.914 | 0.939 | 0.795 | 1.596 | Social interaction | 0.912 | 0.934 | 0.739 | 1.284 | Telepresence | 0.824 | 0.895 | 0.740 | 1.751 | Video game engagement | 0.833 | 0.882 | 0.601 | 1.000 |
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