Abstract

This study investigates consumers of board game restaurants in Taiwan and members of board game communities through convenience sampling, with 363 questionnaires collected. The factor analysis and SEM of the data were conducted using the SPSS statistical software program. It was found that, in addition to having a significant direct impact on serious leisure and attachment, the flow experience has an indirect effect on relationships of attachment via the intermediary role of serious leisure. The attachment of board game comes from the involvement of activities and causes attachment, not the place. Finally, it was recommended for board game designers to introduce higher levels of difficulty and strategic thinking board games that can enhance the sense of the challenge of players and strengthen their flow experience. It also recommended for operators to organize new teaching activities, open up free experience sessions, and enhance social interactions and exchanges in board game activities, to strengthen players’ sense of identification with actions and their relationships with the place.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.