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      TikTok app usage behavior: the role of hedonic consumption experiences

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      Data Technologies and Applications
      Emerald

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          Abstract

          Purpose

          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.

          Design/methodology/approach

          This study employs uses & gratification theory to answer the “why” 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.

          Findings

          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.

          Originality/value

          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.

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          Most cited references85

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          PLS-SEM: Indeed a Silver Bullet

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            When to use and how to report the results of PLS-SEM

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              Comparison of Convenience Sampling and Purposive Sampling

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                Author and article information

                Contributors
                (View ORCID Profile)
                Journal
                Data Technologies and Applications
                DTA
                Emerald
                2514-9288
                2514-9288
                February 28 2023
                June 14 2023
                February 28 2023
                June 14 2023
                : 57
                : 3
                : 344-365
                Article
                10.1108/DTA-03-2022-0107
                db2b75fd-499e-476b-8325-d061a7e39c8a
                © 2023

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