The Effect of User Experience of Board Game 'In Our Shoes' on Consumer Purchase Intention through Empathy and Awareness as Mediation Variables (Study on People with Disabilities at Sainampeung High School, Thailand for the Period March-May 2026)
DOI:
https://doi.org/10.5281/zenodo.21670861Keywords:
User Experience, Empathy, Awareness, Purchase Intention, Board Game, People with Disabilities, SEM-PLSAbstract
This study aims to analyze the effect of User Experience on consumers’ Purchase Intention toward the In Our Shoes board game through Empathy and Awareness as mediating variables. A quantitative approach was employed using a survey of students at Sainampeung High School, Thailand, who had played the board game. Data were analyzed using Structural Equation Modeling-Partial Least Squares (SEM-PLS). The results indicate that User Experience has a positive and significant effect on Empathy, Awareness, and Purchase Intention. Empathy and Awareness also positively and significantly affect Purchase Intention. Furthermore, both variables significantly mediate the relationship between User Experience and Purchase Intention. These findings suggest that a positive gameplay experience can enhance understanding and concern for disability issues while increasing consumers’ intention to purchase the In Our Shoes board game.References
Alhamdina, T. E., & Hartono, A. (2025). The Impact Of Brand Awareness , Brand Reputation , And Perceived Economic Benefits On Brand Trust And Online Purchase Intentions For Skintific Products On The Tiktok Shop Platform . 653–665.
Barbara, J. (2015). Measuring User Experience in Multiplayer Board Games. Games and Culture, 12(7–8), 623–649. https://doi.org/10.1177/1555412015593419
Barbara, J. (2015). Measuring User Experience in Multiplayer Board Games. 1–27. https://doi.org/10.1177/1555412015593419
Christiarini, R., Putra, E. Y., & Batam, U. I. (2026). Purchase Intention Analysis in Augmented Reality Marketing : (1), 296–317.
Donovan, R. J., & Rossiter, J. R. (1982). Store atmosphere: An environmental psychology approach. Journal of Retailing, 58(1), 34–57.
Endah, N., Wuryandari, R., Vincentiar, P., & Permana, D. (2019). Buying Intention through User Interface Design. XXII(3), 470–479.
Eroglu, S. A., Machleit, K. A., & Davis, L. M. (2001). Atmospheric qualities of online retailing: A conceptual model and implications. Journal of Business Research, 54(2), 177–184.
Gürlek, M., Kılıç, İ., & Şenel, E. (2025). Consumer behaviours in social enterprises: empathy with employees with disabilities and intention to revisit the social restaurant. Journal of Sustainable Tourism, 33 (5), 903 –925. https://doi.org/10.1080/09669582.2024.2369927
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2019). Multivariate Data Analysis (8th Edition). Cengage Learning.
Khanna, M., & Jain, R. (2025). Exploring Diversity, Equity and Inclusion Based Cause Related Advertising as "Brand Signals" and Examining Its Influence on Consumer Purchase Intention. Journal of Promotion Management, 31(6), 956–974. https://doi.org/10.1080/10496491.2025.2537949
Lehnert, L., & Kuehnl, C. (2025). Empathy at the heart of customer experience : A holistic framework for understanding and enhancing consumer empathy through the lens of customer experience. (January 2024), 332–358. https://doi.org/10.1002/mar.22130
Li, Y., & Sun, M. (2025). The impact of perceived interactivity on purchase intention in interactive video : a CAB-based chain mediation model of empathy , immersion , and arousal. (August), 1–11. https://doi.org/10.3389/fcomm.2025.1615509
Lorenzo, S. B., & Okahata, L. (2026). Empathy in action : cultivating altruism through immersive game experiences. (January), 1–16. https://doi.org/10.3389/frvir.2025.1716138
Mehrabian, A., & Russell, J. A. (1974). An Approach to Environmental Psychology. MIT Press.
Olivier, L. (2019). The effect o f a serious game on empathy and prejudice of psychology students towards pe rsons with disabilities. 1–10.
Pine, B. J., & Gilmore, J. H. (1998). The Experience Economy: Work Is Theatre & Every Business a Stage. Harvard Business School Press.
Qayyum, A., Jamil, R. A., Shah, A. M., & Lee, K. (2023). Inclusive advertising featuring disability on instagram: Effect on consumer well-being, brand engagement, and purchase intention. Journal of Retailing and Consumer Services, 75 , 103515. https://doi.org/10.1016/j.jretconser.2023.103515
Schmitt, B. (1999). Experiential marketing. Journal of Marketing Management, 15 (1–3), 53 –67. https://doi.org/10.1362/026725799784870496
Shafa, H., Rossano, K., Sarboni, E. V., & Hendriana, E. (2025). Effectiveness of Advertising Using Model with Disabilities : Extended Advertising Value Model. IX(Xxiii). https://doi.org/10.47772/IJRISS
Shan, S. S., & Illingworth, S. (2025). Fostering Empathy Through Play : The Impact of Far From Home on University Staff ’ s Understanding of International Students. 1–16.

