Academic literature on the topic 'Social game players' motivation'

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Journal articles on the topic "Social game players' motivation"

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Kneer, Julia, Ruud Jacobs, and Christopher J. Ferguson. "You Could Have Just Asked: The Perception of Motivations to Play Violent Video Games." Studies in Media and Communication 6, no. 2 (July 17, 2018): 1. http://dx.doi.org/10.11114/smc.v6i2.3389.

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Recent research has found that age and playing experience moderates people’s opinions regarding video games’ negative effects while the perception of the cause of game play – game play motivation – was not considered so far. This study investigated how age and playing expertise influence perceived game play motivations. A survey was performed on a sample of mixed age (N = 374). Categories found for perceived playing motivations for violent video games were: virtual aggression, fun/challenge, catharsis, boredom, and social. Fun/challenge was found to be the main motivations for both, non-players and players. However, age positively and playing experience negatively predicted the importance of the perceived motivation virtual aggression while the opposite pattern was found for fun/challenge. The discussion focuses on: 1.) How we should deal with such in- and out-group perceptions in game studies, 2.) how beliefs about player motivations influence further perceptions, and 3.) the necessity of understanding how society’s perception of games can influence game science itself.
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Gui, Anderes, Yudi Fernando, and Ika Sari Wahyuni. "Users’ Level of Gratification, Service Mechanism on Continuance Motivation to Play Online Games in Social Networking Sites." Advanced Science Letters 21, no. 4 (April 1, 2015): 973–75. http://dx.doi.org/10.1166/asl.2015.5956.

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The objective of study to examines the relationship of users’ level of gratification, service mechanism on continuance motivation to play online games in social networking sites. Data was collected from 406 game players in Malaysia and analyzed with Structural Equation Modeling-SmartPLS. Results found that three factors to measure users’ level of gratification to play online games were statistically significant on continuance motivation. Hypothesis regarding the fairness of game online service provider was rejected and incentive given to online game players was supported the hypothesis. A higher level of fairness will lower players’ level of motivation to play the online game. Further study is needed in the analysis of the relationship between fairness and motivation to play an online game.
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Lou, Tianyang, Yuning Zu, and Ling Zhu. "A study of motivation and team member selection in online games." Asia Pacific Journal of Marketing and Logistics 32, no. 6 (November 12, 2019): 1286–304. http://dx.doi.org/10.1108/apjml-04-2019-0234.

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Purpose The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online Role-playing Game environment. Design/methodology/approach A self-administered questionnaire was developed and administered to an online sample of 9,335 CR3 players. Findings The findings of this research indicated that social and immersion motivations have a significant effect on TMS. Additionally, it was discovered that achievement motivation has a positive relationship with dispositional TMS, a negative relationship to bond-based TMS. The moderation effect of frequency and gender is also demonstrated. Research limitations/implications The study verified the relationships of the theoretical model of the game motivation and TMS. Originality/value This study provides advice to operators of online games when motivating players to work in groups.
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Ghuman, Davinder, and Mark Griffiths. "A Cross-Genre Study of Online Gaming." International Journal of Cyber Behavior, Psychology and Learning 2, no. 1 (January 2012): 13–29. http://dx.doi.org/10.4018/ijcbpl.2012010102.

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One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multi-player Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG), and Real Time Strategy (RTS) Games. Therefore, the current study examines player behaviour and characteristics in these three relatively under-researched online gaming genres. The study examines the differences between the three different game genres in terms of: (i) the demographic profile of players, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play specific game genres. The sample comprised 353 self-selected players. The RPG genre had the highest percentage of female players. The number of hours played per week varied significantly between the genres. RPG players played significantly longer hours than FPS or RTS players. In relation to playing motivation, achievement levels were highest for the FPS genre with RPG genre having the lowest achievement levels. RPG players had the highest immersion levels. RTS players were significantly less likely to report having made friends than players of the other two genres.
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Malik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (October 16, 2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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Kwok, Nikole Wing Ka, and Angeline Khoo. "Gamers’ Motivations and Problematic Gaming." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 34–49. http://dx.doi.org/10.4018/ijcbpl.2011070103.

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This study explores the factors that contribute to problematic gaming among players of Massively Multiplayer Online Role Playing Games (MMOs for short), in particular, the game World of Warcraft. It examines motivations based on the Self Determination Theory (SDT) and motivations based on Yee’s player orientations. A total of 128 gamers participated in the online survey. Results showed that achievement and immersion player orientations are correlated with extrinsic motivation in terms of external, introjected and identified regulations, as well as intrinsic motivation. Social orientation is only correlated with identified regulation and intrinsic motivation. Problematic gaming is also correlated with all types of extrinsic motivation, and intrinsic motivation, as well as with achievement and immersion player orientations but not with social player orientation. Achievement orientation and introjected regulation both positively predicted problematic gaming, while identified regulation negatively predicted it.
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Davies, John J., and Timothy J. Hemingway. "Guitar Hero or Zero?" Journal of Media Psychology 26, no. 4 (January 1, 2014): 189–201. http://dx.doi.org/10.1027/1864-1105/a000125.

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Motivations for, and outcomes of, playing rhythm-based music video games have had little direct study. The current research showed that fantasy-seeking motivations combined with self-esteem to create either unregulated game play habits or an incentive to play a musical instrument in real life. We obtained measures from adult players of rhythm-based music video games (N = 421), regarding their gaming habits, fantasy-seeking motivations, and self-esteem. Regression analyses showed that the interaction of low self-esteem with high fantasy-seeking motivation predicted unregulated game play. Self-esteem was negatively related to habitual and solitary game play. Fantasy-seeking motivations positively predicted a player’s desire to learn or play a musical instrument in real life. These results suggest that fantasy-seeking motivations reflect escapism under certain conditions and a desire to develop game-related skills in real life under other conditions. We discuss potential educational benefits of fantasy seeking and the implications for theory and scholarship regarding video game motivations.
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Lew, Victoria, Joshua Smith, Nicholas Reuss, Xiyu Zhang, Jacob Gulliuzo, and Christina Frederick. "Relatedness in gaming: How in-game touch influences player connection." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1766. http://dx.doi.org/10.1177/1541931218621399.

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As the number of individuals becoming gamers continues to increase, using video games as a medium to understand the social interactions and underlying motivations of players becomes ever so important. Interpersonal relationships, which develop from the social interactions that occur during gameplay have been found to contribute to player motivation and relatedness within the game (Rigby & Ryan, 2011). In the current study we examined how interpersonal touch, more specifically positive or negative touch conditions within a gameplay experience, impacted player motivation and inter-player impressions in 74 undergraduate students. In addition, observational data was collected measuring the quality of interaction between the participant in the study and a research confederate with whom they were playing an online game. Quantitative results indicate significant differences between the positive touch conditions perceived competence, effort/importance, and relatedness when compared to the control touch and negative touch conditions. Qualitative results also reveal that participants who were in the positive touch and negative touch conditions had more reactions not only cognitively (i.e. in game response) but emotionally (i.e. out of game response like laughing) than the control condition. Touch is only one aspect of behaviors that can help to foster a sense of connection between players. These results begin to highlight the effect of virtual touch on relatedness and motivation. More research is needed to help determine the exact levels of virtual touch, as well as the different types of virtual touch needed to elicit a change in the participant’s motivation and relatedness, with hopes that game developers may take virtual touch into account when creating a game.
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Kneer, Julia, Sanne Franken, and Sabine Reich. "Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs." Simulation & Gaming 50, no. 1 (January 30, 2019): 44–61. http://dx.doi.org/10.1177/1046878118823033.

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Background. Research on playing motivation and passion for MMORPGs and gender has so far mainly focused on biological sex and neglected variables related to social gender such as masculinity and femininity. As some playing motivations and obsessive passion are assumed to be related to problematic game play, problematic game play is still considered a male phenomenon, often based on mainly male samples and disregarding underlying causes in problematic tendencies that could explain or extent findings on biological sex difference. Method. This survey based quantitative study investigated the impact of masculine and feminine personality on game play motivations, passion, and problematic game play. Massively multiplayer online role-playing games (MMORPGs) players ( N = 375, 44.3% female) were recruited via Facebook and online games. Feminine and masculine personality traits were assessed along with game play motivations, passion, and problematic game play. Results. Stepwise regression analyses revealed that gender traits add significant value for almost all variables of interest. Negative masculine traits were positive predictors for achievement as game play motivation while positive feminine traits predicted social interaction. Harmonious passion was predicted by positive masculine traits. Negative feminine traits were found to predict immersion as well as obsessive passion and were also important for problematic game play. Conclusion. Gender traits add valuable information to mere biological sex concerning different game related concepts such as motivation, passion, and problematic game play. Despite the idea that problematic game play is a male phenomenon, negative feminine traits seem to be linked to problematic tendencies. We suggest including gender and personality variables for future games and/or media studies.
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Lee, Sung Je, Eui Jun Jeong, and Joon Hyun Jeon. "Disruptive behaviors in online games: Effects of moral positioning, competitive motivation, and aggression in “League of Legends”." Social Behavior and Personality: an international journal 47, no. 2 (February 27, 2019): 1–9. http://dx.doi.org/10.2224/sbp.7570.

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Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends, we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil roles or characters in the game), aggression, competitive motivation, and disruptive behaviors. The results showed that moral positioning was affected by both aggression and competitive motivation. The increase of moral positioning, in turn, enhanced the degree of disruptive behavior. The theoretical and practical implications of the study results are discussed.
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Dissertations / Theses on the topic "Social game players' motivation"

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Liu, Jiaxin. "Online MMORPG Games in China: Player Motivations and the Mediating Role of Flow." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7847.

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Massively Multiplayer Online Role-Playing Games (MMORPGs) are gaining popularity and are being used widely in China. The aim of this study is to explore the relationship between the motivation and the experience of MMORPG players, and the effects of playing MMORPG through an extensive online survey of more than 300 Chinese participants (n = 305). Specifically, the findings support the complex relationship between variables, including the direct effects on motivation and flow, on the time the players invest in MMORPG games, and the mediated effects on motivations through flow. In addition to the importance of direct and indirect effects on the frequency of playing, the causal relationship between the two variables is also examined. This has resulted in several important outcomes, including (1) the overwhelming importance of achievement as a motivator for MMORPG players, and (2), there is a lack of motivation for escapism and the experience of the elements of the game by players, (3) the importance of achievement and relationship as the factors of motivation when mediated by flow, (4) the importance of the flow mechanism (challenge, skill, and play) for the direct effects of MMORPG play-behaviors, and (5) the effects of intricate connections between the variables on MMORPG player’s habits.
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Fändriks, Louise. "Players Game Choices When Dealing with Depression." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355960.

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Depression is a mental illness that effects approximately 300 million people around the world and this is just this year. Those who suffer from depression cope with it in diverse ways. This thesis asks about depressed people’s game choices and the motivation to play the specific games. When depressed people play games, they choose games that let them escape from their problems in the real world or games that allow them to feel relaxed. After a play session the majority would not feel any changes in the mood from before playing. While in an increased positive state of mood, the players would play a variety of games and consider playing multiplayer games where they could interact with other people. There is need for further studies on this subject with further analysis for finding patterns about game choices and motivations among people with depression.
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Liblik, Karl-Chris, and Berlo Kevin van. "The Business of Micro Transactions : What is the players' motivation for purchasing virtual items?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30578.

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Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
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Hanus, Michael D. "Pay to Play: Effects of Money and Choice on Intrinsic Motivation, Enjoyment, and Self-Esteem in Video Game Players." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338480089.

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Le, Gal Beneroso Mikael. "Germinating good behaviors : A game prototype to test players' incentive of choice." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17834.

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In this paper, we propose and develop a model for a prototype research tool based on a social dilemma game which use is widely spread in social psychology and experimental economics, the Public Goods Game. This tool generates from the necessity to expand the accessibility and versatility of this popular game as well as reach for newer audiences that might be otherwise deterred by the traditional Public Goods Game. Also, using this tool, we perform an experiment to try to find a possible preference towards either punishment or reward in the current population and find a possible correlation between said preference and three different cultural spheres (geographical, generational and gender).
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Loria, Enrica. "Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification." Doctoral thesis, Università degli studi di Trento, 2004. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
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Chukwu, Leonard O., and Yazhini Ramaswamy. "Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37742.

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This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games on its players. To get the data needed for this study, we conducted an online survey with a 40-item questionnaire which included demographic information of the respondents, gaming experience and behavioural components of flow and addiction. We were able to attract 80 adult video game players to participate in the study. Our findings showed that 60% of these 80 adult video game players were not addicted, 34% were highly engaged while 6% of the players were addicted. These findings helped us to infer that not all highly engaged video game players are addicted. Furthermore, most of the addicted players were players who have been playing video games for a long time.
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Hansen, Jared Capener. "Why Can't Zelda Save Herself? How the Damsel in Distress Trope Affects Video Game Players." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7304.

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Research has unearthed an abundance of objectification and hypersexualization of female characters within video games. However, the recurring element of the damsel in distress trope is also harmful to the medium. This cliché of a helpless princess in need of a man to save her is a recurring element of The Legend of Zelda series. This experimental design tested the effects of a prototypical <&hyphen>œsave the princess<&hyphen> mission on players<'> agreement to sexist statements on gender roles, objectification, and female dependency, and examined the factors of self-efficacy and gamer status as potential mediators. Participants played a modified version of a classic Legend of Zelda game, where the genders of the hero protagonist and damsel are manipulated. This 2 x 2 study included male and female heroes rescuing male and female victims in the four different cells. Immediately following the experiment, participants then took a post-test survey to gauge if there was any difference on their agreement to sexist statements. These results were also compared to their previous responses on their self-efficacy scores and their gamer status.
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Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

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Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationship satisfaction). Descriptive statistics and correlations are provided. Regression analyses will be performed. Results will be used to discuss the viability of applying the SOAC to online, social gaming contexts. Implications for social video game play in adults will be provided.
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Books on the topic "Social game players' motivation"

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The game from where I stand. New York: Times Books, 2010.

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Glanville, Doug. Center field: The game from where I stand. New York: Times Books, 2010.

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Glanville, Doug. The game from where I stand: A ballplayer's inside view. New York: Times Books, 2010.

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Ruck, Rob. Raceball: How the Major Leagues colonized the Black and Latin game. Boston: Beacon Press, 2010.

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Glanville, Doug. The game from where I stand: A ballplayer's inside view. New York: Times Books, 2010.

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Gutman, Dan. Jackie Robinson and the big game. New York: Aladdin Paperbacks, 2005.

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Game, set, match: Billie Jean King and the revolution in women's sports. Chapel Hill: University of North Carolina Press, 2011.

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Schleiner, Anne-Marie. The Player's Power to Change the Game. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789089647726.

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In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls 'ludic mutation', a transformative process in which the player, who is expected to engage in the preprogramed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world as material to be reconfigured, an approach with important ramifications for everything from social activism to contemporary warfare.
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Beautiful Game: Football Through the Eyes of the World's Greatest Players. Abrams, Inc., 2009.

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The Game from Where I Stand. Brand: Times Books, 2011.

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Book chapters on the topic "Social game players' motivation"

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Birk, Max V., Dereck Toker, Regan L. Mandryk, and Cristina Conati. "Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits." In Lecture Notes in Computer Science, 18–30. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20267-9_2.

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Derbali, Lotfi, and Claude Frasson. "Players’ Motivation and EEG Waves Patterns in a Serious Game Environment." In Intelligent Tutoring Systems, 297–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13437-1_50.

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Pyae, Aung, Mika Luimula, and Jouni Smed. "Understanding Stroke Patients’ Motivation for Motivation-Driven Rehabilitative Game Design." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 99–111. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19656-5_16.

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Canossa, Alessandro, and Casper Harteveld. "Social Network Analysis Applied to Game Communities to Identify Key Social Players." In Data Analytics Applications in Gaming and Entertainment, 169–82. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019. | Series: Data analytics applications: Auerbach Publications, 2019. http://dx.doi.org/10.1201/9780429286490-8.

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Ozenc, Orhan Efe. "User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey." In Game User Experience And Player-Centered Design, 77–120. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_5.

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Christensen, Daniel S., Mette Jakobsen, and Martin Kraus. "The Engagement Effect of Players’ Agency over their Characters’ Motivation." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 184–93. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76908-0_18.

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Taylor, Jacqui, and James Taylor. "A Content Analysis of Interviews with Players of Massively Multiplayer Online Role-Play Games (MMORPGs): Motivating Factors and the Impact on Relationships." In Online Communities and Social Computing, 613–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02774-1_66.

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Park, Hyunsoo, and Kyung-Joong Kim. "Social Network Analysis of High-Level Players in Multiplayer Online Battle Arena Game." In Lecture Notes in Computer Science, 223–26. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15168-7_28.

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Jonczyk, Claudia. "The Development of Social Capital: On Managing Game-Players, Trade-off Makers and Low-Keys." In More than Bricks in the Wall: Organizational Perspectives for Sustainable Success, 124–30. Wiesbaden: Gabler, 2010. http://dx.doi.org/10.1007/978-3-8349-8945-1_13.

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Sánchez, Raquel Echeandía, and Sara Cortés Gómez. "Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 212–27. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73426-8_12.

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Conference papers on the topic "Social game players' motivation"

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Kaufman, Geoff, Mary Flanagan, and Sukdith Punjasthitkul. "Investigating the Impact of 'Emphasis Frames' and Social Loafing on Player Motivation and Performance in a Crowdsourcing Game." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2858036.2858588.

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Wells, Lindsay, Ian Lewis, and Kristy de Salas. "Measuring the effects of social networking features on player motivation and engagement." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632597.

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Dechant, Martin, Susanne Poeller, Colby Johanson, Katelyn Wiley, and Regan L. Mandryk. "In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs." In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376734.

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Zhang, Sihai, Zhiwei Song, and Zhi Liang. "Behavior statistics and social network analysis of online Go game players." In 2011 International Conference on Cloud and Service Computing (CSC). IEEE, 2011. http://dx.doi.org/10.1109/csc.2011.6138556.

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Ni, Bowen, Yu-Han Chang, and Rajiv Maheswaran. "Social Welfare and Inequality in a Networked Resource Game with Human Players." In 2013 International Conference on Social Computing (SocialCom). IEEE, 2013. http://dx.doi.org/10.1109/socialcom.2013.153.

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Shim, Kyong Jin, Kuo-Wei Hsu, and Jaideep Srivastava. "An Exploratory Study of Player Performance, Motivation, and Enjoyment in Massively Multiplayer Online Role-Playing Games." In 2011 IEEE Third Int'l Conference on Privacy, Security, Risk and Trust (PASSAT) / 2011 IEEE Third Int'l Conference on Social Computing (SocialCom). IEEE, 2011. http://dx.doi.org/10.1109/passat/socialcom.2011.156.

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Tong, Xin, Ankit Gupta, Henry Lo, Amber Choo, Diane Gromala, and Christopher D. Shaw. "Chasing Lovely Monsters in the Wild, Exploring Players' Motivation and Play Patterns of Pokémon Go." In CSCW '17: Computer Supported Cooperative Work and Social Computing. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3022198.3026331.

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Gongmin, Zhao, and Bi Ke. "Research on motivation of corporate social responsibility based on game theory." In 2011 International Conference on E-Business and E-Government (ICEE). IEEE, 2011. http://dx.doi.org/10.1109/icebeg.2011.5881702.

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Cao, Xiaoxiao, Yangchao Cai, and Yu Shen. "Analysis of Educational Game Design Approach based on Learning Motivation." In 3rd International Conference on Management Science, Education Technology, Arts, Social Science and Economics. Paris, France: Atlantis Press, 2015. http://dx.doi.org/10.2991/msetasse-15.2015.24.

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Kim, Soomin, Gyuho Lee, Seo-young Lee, Sanghyuk Lee, and Joonhwan Lee. "Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311350.3347187.

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Reports on the topic "Social game players' motivation"

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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, December 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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Abstract:
In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, July 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards are contingent on their preferred “candidate” winning the election. We measure the extent to which voters place their trust in others and are themselves trustworthy, that is, willing to honor requests that may not benefit them. Treated respondents are exposed to messages from in-group or out-group politicians, and with positive or negative tone. Results provide robust support for a negative effect of uncivil partisan discourse on trust behavior and null results on trustworthiness. The negative effect on trust is considerably greater among randomly treated respondents who engage with social media messages. These results show that engaging with messages on social media can have a deleterious effect on trust, even when those messages are not relevant to the task at hand or not representative of the actions of the individuals involved in the game.
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