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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Dams, Lacey. "The Battle of Orléans : The design process of an audio-tactile social game with older late-blind players." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96698.

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This work focuses on the creation of asocial game for older late-blind players,using participatory design.Even though the board game industry isbooming, accessible versions are scarceand since a substantial part of games areprimarily based on visual stimuli they arerather hard or impossible to translate intoa tactile version.Therefore, this thesis wants to criticise thenorm of abled-bodieness in boardgamesand uses co-design to create a new kindof social game, which renounces the useof exclusive visual game mechanics andintroduces an audio-tactile approach.Spenuzzis structure for participatorydesign and a norm-crititcal/creativeapproach were, nex t to the MDAframework, used as tools. For the gatheringof essential informat ion about theplaying habits of older late-blind people  a workshop in co-operation with theorganisation “Blannenvereenegung” washeld with 3 older legally blind participants.Using their tacit knowledge as well as avariety of different materials and gamemechanics, possibilities and hurdles wereable to be identified. The information thatnone of them was able to read Braille, orplay any adapted games, was essentialinformation in rethinking the creation ofan accessible board game and revealedthe importance of this work. The need foraccessible leisure time activities,for thisgrowing part of society is evident.Furthermore,the game should be availableto a great audience. Hence, an instructionwas designed, which makes it easy toreproduce and to adapt to the needs ofthe individuals playing with it.This work shows that an inclusive gamedoes not need any sophisticated materials.
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12

Johansson, Magnus. "Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-89293.

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This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. The primary theme of this thesis considers which means of communication and coordination in terms of norms and rules are present in groups of players and particularly in guilds and clans playing Massively Multi Online Games (MMOGs) and First Person Shooters (FPSs) respectively. The presence of norms in these types of groups has been overlooked in previous research even though guilds have been addressed to some extent. When rules have been discussed in games research, the actual use, meaning and interpretation behind these rules from a player perspective has been omitted. In this thesis rules and norms are interpreted from a guild and clan perspective as important means for coordination, used in order to keep the group together. The implicit rules are further seen as implicit rules made explicit through guild and clan forums where these groups of players express how to preserve the shared game experience. The absence of rituals, norms and rules has also been studied in temporary groups of one MMOG, with the explanation that existing relations with other players are maintained in these game sessions, but new relations are usually seen as too costly to invest in. The second theme is directed at believability and the state of current NPCs, how immersion is influenced by NPCs that do not act in believable ways. The second theme is also influenced by the first theme, whereby rules and norms are seen as valuable tools for creating believability in NPCs, directly targeting the social layer, a slightly overlooked area of research. The last section is directed at applying the results from the first section, how players play by the rules and norms of the group, and how this could foster believability in NPCs.

At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 2: In press. Paper 5: In press. Paper 6: In press.

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13

Brown, Paul. "The Legend of Zelda and Abraham Maslow's Theory of Needs : a social-psychological study of the computer game and its players." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/the-legend-of-zelda-and-abraham-maslows-theory-of-needs-a-socialpsychological-study-of-the-computer-game-and-its-players(cefc6b8c-f23b-4ed6-8980-bc9495f29936).html.

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This thesis is concerned with the prosocial effects and social psychological pleasures of computer game play. It argues that much of the research on this area has focused on the search for negative effects, ignoring possibilities of the positive. Based on both email and face to face interviews with players of Nintendo’s The Legend of Zelda: Ocarina of Time, the thesis considers their testimony alongside Abraham Maslow’s Hierarchy of Needs to reveal numerous benefits that engagement with the computer game may bring. These benefits include not only the prosocial - the strengthening of relationships within families and between friends - but also the more deeply psychological, helping to satisfy needs for development and growth. The thesis argues that such findings not only reveal a great deal about those studied but are also suggestive in relation to the wider computer game audience. Furthermore, such findings draw attention to the fact that if the computer game - a cultural form becoming ever more ubiquitous - is to be understood in its entirety, then there is a need for further research on its prosocial and positive psychological effects. Finally, the thesis critically demonstrates the value of Maslow’s theory for Computer Game Studies and offers a methodology through which future research may be undertaken.
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14

Levin, Jakob, and Adam Lindegren. "Spelifiering inom träningsapplikationer och dess inverkan påyttre motivation." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43210.

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Introduction: Gamification in fitness applications is aboutstimulating and motivating users to increase physicalactivity performance through implemented game elements.This study hopes to strengthen the image of gamification asan effective motivation-boosting strategy, to counteract theeffects that a sedentary lifestyle has on the health ofindividuals through the increasing digitalization of society.Purpose and Methods: The purpose of this study is toinvestigate how extrinsic motivation can affect users ofgamified fitness applications to perform physical activity.This study used mixed methods and a combination of aquantitative and a qualitative method with a parallel designused to combine the quantitative and qualitative dataanalysis results. Results: This study can provide users withsupport in choosing fitness applications based on theirtraining habits and facilitate the development of trainingapplications by helping to create an understanding ofindividual game elements that affect potential users. As wellas provide a better understanding of how gamification infitness applications can positively impact users' motivationand how to avoid the negative aspects gamification in fitnessapplications can bring. Conclusions: Game elements cancontribute to performing physical activity to varyingdegrees. Users who act after external regulation orintrojection tend to have a weaker connection to the activitybeing performed. While users who act after identification, orintegration tend to have a stronger connection to the activitybeing performed.
Introduktion: Spelifiering inom träningsapplikationerhandlar om att stimulera och motivera användare till ett ökatutförande av fysisk aktivitet genom implementeradespelelement inom applikationer. Genom den ökandedigitalisering i samhället hoppas denna studie kunna stärkabilden av spelifiering som en effektiv motivationshöjandestrategi för att motarbeta de effekter som en sedentär livsstilhar på individers hälsa. Syfte och Metod: Syftet med dennastudie är att undersöka hur yttre motivation kan påverkaanvändare av spelifierade träningsapplikationer att utförafysisk aktivitet. Denna studie nyttjade mixade metoder, en kombination av en kvantitativ och en kvalitativ metod meden parallell design som användes för att sammanföraresultaten av den kvantitativa- och den kvalitativadataanalysen. Resultat: Resultatet från denna studie kanförse användare med stöd vid valet av träningsapplikationerutifrån deras individuella träningsvanor och underlätta vidutvecklingen av träningsapplikationer genom att hjälpaskapa förståelse för individuella spelelements påverkan påpotentiella användare. Samt ge en bättre förståelse för hurspelifiering inom träningsapplikationer kan ha en positivinverkan på användares motivation och hur man kanundvika de negativa aspekter spelifiering inomträningsapplikationer kan föra med sig. Slutsats:Spelelement kan bidra till utförandet av fysisk aktivitet tillen varierande grad. Användare som agerar efter externstyrning eller introjektion tenderar att ha en svagareanknytning till den aktivitet som utförs. Medan användaresom agerar efter identifiering eller integration tenderar att haen starkare anknytning till den aktivitet som utförs.
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Llobet, Martí Bernat. "Analysis of the interactivity in a teaching and learning sequence with novice rugby players: the transfer of learning responsibility and control." Doctoral thesis, Universitat de Girona, 2016. http://hdl.handle.net/10803/399791.

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This thesis is a compilation of 3 articles, and the main focus of attention is the learning transfer mechanism. The first article explains the Rugby Attack Assessment instrument, a tool that assesses game performance of rugby union during a 5v5 small-sided game, taking into account simple actions and more complex tactical behaviours. The second paper explores the use of the Integrated Technique-Tactical Model used during the teaching and learning sequence, and reports the learning outcomes of this sequence. Results at a macro-level show no significant improvements. Results at a micro-level show an increase of some tactical behaviours frequencies. The third article analyses the interactivity among participants and the transfer of learning responsibility from the coach to the players. The units of analysis are the segments of interactivity. Results show that this process is linked to a slight decrease of segmentation, and mainly to the transfer of reflection from specific segments of discussion to reflections done during the guided practice
Aquesta tesi és una compilació de 3 articles, i l'objectiu principal és eñ mecanisme de traspàs de l'aprenentatge. El primer article explica el Rugby Attack Assessment Instrument, una eina que avalua el rendiment col·lectiuen el rugbi en una situació reduïda de 5x5, tenint en compte accions simples i comportaments tàctics més complexos. El segon article explica l'ús del Model Integrat Tècnic-Tàctic utilitzat durant la seqüència d'ensenyament i aprenentatge, i explica els resultats de l'aprenentatge d'aquesta seqüència. Els resultats en un nivell macro revelen que no hi ha millores significatives. Els resultats a nivell micro mostren un increment de la freqüència de determinats comportaments tàctics. El tercer article analitza la interactivitat entre els participants i el traspàs de la responsabilitat de l'aprenentatge de l'entrenador als jugadors. Les unitats d'anàlisi són els segments d'interactivitat. Els resultats mostren que aquest procés està lligat a un lleuger descens de la segmentació i principalment a un traspàs dels moments de reflexió des de segments específics de discussió cap a reflexions dutes a terme durant la pràctica guiada
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Lindholm, Oscar. "Individual game design elements in to-do lists – How the addition of feedback and clear goals is experienced." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136791.

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Gamification research has for a long time been interested in determining its definition and in which fields it works. By combining several game design elements and applying them in different non-game contexts it has been proven to successfully enhance certain activities, partly depending on the users and the contexts. Modern gamification research has started looking into how it works and in doing so, examining the individual effects of the game design elements. In this study, feedback and clear goals have been chosen as the game design elements to be examined when implemented individually in to-do lists. Feedback was represented as emoticons that changed from neutral to happy as tasks were checked off the list. Clear goals were implemented in the lists as an explicit goal. Together with a plain to-do list, nine participants used the three lists for nine days while keeping a visual diary. Afterward, they were subjected to interviews regarding their experiences. The framework of the self-determination theory was used in analyzing the results. The results showed that when using the list with feedback the participants were slightly better at clearing tasks but that the motivation, sometimes, seemed to come from trying to avoid negative feelings that the neutral emoticons seemed to invoke. The list with clear goals showed that in many cases the participants were actively trying to reach the given goal, seemingly, even when the participants mentioned not doing so. It was also, more often than not, experienced as controlling.
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Al-Amide, Mustafa. "Digital Games and the Development of Communicative Competence." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30840.

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The purpose of this paper was to review research within the field of digital games and language learning to explore whether gaming can facilitate communicative competence and foster motivation for language learning. To answer my questions I conducted a research synthesis, compiling a variety of research over the last decade to answer my questions as effectively as possible. Results showed that digital games do in fact facilitate language development and induce motivation. Research also showed that different games provide different opportunities and activities, resulting in some games fostering language competence more than others. For instance, World of Warcraft provided social situations where conversations were erratic, spontaneous, contextual and driven by small events in the game, while The Sims focused more on strategic and creative activities. Additionally, research suggested that digital games motivated learners to develop their L2 language in hope of achieving more goals together within a variety games and game types.
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Dreser, Melanie. "Design, Fun and Sustainability: Utilizing Design Research Methods to Develop an Application to Inform and Motivate Students to Make Sustainable Consumer Choices." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322669294.

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Hamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.

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Nasufovski, Harun. "Gamification och online mathandel : ett förslag för att handla mer frukt och grönt." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19593.

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Online mathandel är en ständigt växande tjänst i Sverige eftersom fler människor börjar handla sin mat på nätet. Trots det äter svenskarna inte nyttigt då över 51% av befolkningen är överviktiga eller lider av fetma vilket kan leda till allvarliga sjukdomar. Inkluderingen av frukt och grönsaker i den dagliga kosten har visat sig vara det optimala sättet att motverka övervikt och sjukdomar. Sedan år 2010 har termen gamification bildats och inneburit att spelelement har använts inom olika sammanhang utanför spel. Studier har visat att implementeringen av gamification och spelelement som exempelvis poäng, badgesoch leaderboards inom olika tjänster har haft positiva inverkan inom lärande, undervisning och framförallt motivation. Syftet med studien var att undersöka hur gamification kunde motivera människor att handla mer frukt och grönsaker via en online mathandelssida. Studien genomfördes med en high-fidelity prototyp innehållande spelelementen badges, leaderboards, avatarer, poäng, förloppsindikatorer och feedback och testades på sex deltagare som tidigare hade handlat mat på nätet. De kvalitativa metoderna observation och intervju användes för att generera resultatet. Undersökningen resulterade i att deltagarna upplevde ökad motivation för att handla mer frukt och grönsaker och visade att gamification även kunde implementeras inom mathandel på nätet.
Online grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.
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Frühaufová, Petra. "Sociální aspekty hraní na sociálních sítích." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-341242.

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The thesis entitled "Social aspects of gaming on social networks" focuses on the currently much discussed topic of contemporary digital era. The introductory section presents definitions of related terms, explains the vagueness of the concept of the game on the social networks and presents several possible partitions of these games. Finally, it mentions the development of the phenomenon, whose existence is evident only in the 21st century. The middle part reflects the perception of games on social networks in the perspective of current research in the world and displays a range of gaming using the current statistics. The empirical part of the thesis includes the performance of methodology, which was laid down, by studying the available literature, to achieve the set objectives of this work. These goals are firstly, to establish player's features and find his gaming (on social network) style and, secondly, to investigate the influence of motivation on the player's gaming activity. Research is conducted on a sample of Czech population using questionnaires. The results are compared with the results of the international research for the greater complexity of the obtained image of the games on social networks. In the conclusion there are summary of the author's research and then the obvious...
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22

Huang, Chien-Fang, and 黃千芳. "A Study of Online Game Players' Individual background, motivation, Behavior, interpersonal relationship and Online Game Addiction." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/58226748095489528468.

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碩士
國立新竹教育大學
職業繼續教育研究所
93
The main purpose of this study is to investigate the association between online game players' individual background, motivation, behavior, interpersonal relationship and online game addiction. There are 1260 players were administered a questionnaire. The data collected were analyzed by descriptive statistic, reliability analysis, factor analysis, Chi-square, t-test, One-way ANOVA, One-way MANOVA and Pearson correlation. The major findings are as follows: 1.There were significant differences among playrs' backgrounds and their behaviors of playing online game. 2.The more time players spent on game, their virtual interpersonal relationship was getting better and better. 3.There were significant differences among playrs' motivation and their behaviors of playing online game. 4.Online game addicted players spent more then 18 hours a week on games. Besides, they are over thirty years old and with high motivation. 5.The correlation between playrs' online game addiction and actual interpersonal relationship was negative ; the correlation between playrs' online game addiction and virtual interpersonal relationship was positive. 6.Online game addicted players had higher scores of motivation and virtual interpersonal relationship than those of general players; but no significant differences in live place and seniority.
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23

Liu, Han-Hsien, and 劉漢賢. "The Study of the Relationships between Professional Baseball Online Game Players’ Motivation and Consumer Motivation of CPBL." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/8kna47.

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碩士
國立臺灣師範大學
運動與休閒管理研究所在職碩士班
97
Video games have developed for 40 years. With progressing of hardware and diversifing of software, various games are published one after another, and the sport-like games always are the important markets of the game companies.When the network and internet have become mature nowaday, the internet or network games also are robust. The leasure internet game became hot in recent years. So the game companies can not ignore this potential. They cooperated with CPBL (Chinese Professional Baseball League) and published several professional baseball online games. This cooperation mode between the reality and the virtual encouraged this study. The purpose of this study was to examine players’ participative motivation in the professional baseball type online game and the attitude and purchase motivation toward professional baseball league product after gaming. The study also has examined the correlation among them. The method in this research was a survey on the web-site and 748 samples were involved. The retrieving percentage reached 98.55%. The data were analyzed by statistic tools, such as descriptive statistic, independent-sample t test, MANOVA, Scheffe post-hoc comparisons analysis and canonical correlation analysis, the results of this study were showed below: 1. The major professional baseball league in Taiwan was CPBL (Chinese Professional Baseball League). The CPBL authorized game was a unique marketing topic, but there were no Taiwan companies involved through. 2. The background characteristics of the gamers were similar to the spectators of CPBL, and the students were still the major customer. 3. The game “BBonline” was chosen by most gamers. Gamers used to play several times a day and each game time was below 3 hours. 4. Masculine, the average monthly salary NT 10,000, following student tribal was willing to participate in this kind of game. And the much significant motivation, the more gaming frequency and game product consumption per month. People who were CPBL team member had much more motivation on the recognition But only part of the variables of demographic had significant differences on consumer motivation of CPBL, and these were age, educational level, salaries per month, expenditure on the game product consumption per month, and wherther the CPBL team member or not. 5. The game participative motivation had significant correlation with the consumer motivation of CPBL product. According to the findings, discovered that the CPBL alliance and professional baseball type game manufacturer both had close correlational, if can carry on the cooperation mutually, displays each other in hypothesized and the realistic circuit's superiority, then in the marketing, the promotion achieves the win-win aspect.
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24

Chuang, Chien-Hui, and 莊謙惠. "A Study of the Leisure Motivation, Leisure Benefits, and Quality of Life for Smartphone Game players." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/yux3c3.

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碩士
稻江科技暨管理學院
休閒遊憩管理學系碩士班
106
The aim of this study was to investigate the leisure motivation, leisure benefits, and quality of life with regard to smartphone games. The research subjects of this study were players of smartphone games. The snowball sampling method was used in sampling, and 600 questionnaires were issued, with 562 valid ones being returned. A statistical analysis was performed using descriptive statistics, reliability analysis, independent sample t-test, one-way ANOVA, Pearson product-moment correlation, and multiple regression analysis. The findings show the following. 1. There were significant differences in leisure motivation, leisure benefits, and quality of life owing to different demographic variables. 2. There were significant differences in leisure motivation, leisure benefits, and quality of life due to the different characteristics of smartphone games. 3. There was a positive correlation between the leisure motivation, leisure benefits, and the quality of life of smartphone games. 4. The leisure motivation and leisure benefits of smartphone games had positive effects on the quality of life. Based on the research results, recommendations are provided for related units and practitioners, as well as for subsequent researchers.
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25

HUNG, HSIAO-WEI, and 洪筱薇. "Action Players Individual Involvement Motivation, Interpersonal Attraction, Community Value and Influence of Game Design on Adhesion." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/zqdunh.

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碩士
銘傳大學
企業管理學系碩士在職專班
106
This study investigated the effects of personal motivation, interpersonal attraction, community value and game designing on stickiness of mobile game player. A quantitative survey was conducted online and totally 148 questionnaires were collected. SPSS was adapted to examine the model’s stability and validity, and used regression analysis and cluster analysis to test the research hypothesis. Research findings suggested the following: Each one of personal motivation, interpersonal attraction, community value and game designing had a significant positive impact on the stickiness. In addition, through the hierarchical regression analysis, it was found that personal motivation had a significant positive moderating effect on the relationship between interpersonal attraction and stickiness, while negatively significant moderating effect on the relationship between community value and stickiness. Finally, based on the results of cluster analysis, the mobile game players were divided into three groups: leisure players、core players and potential players. In summary, the marketing practices of each cluster were recommended.
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26

KUN, SHAO MAO, and 卲茂坤. "The Impacts of Perceived Quality and Participative Motivation on On-line Game Players,Intention to Use." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/40725803179916387009.

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碩士
南台科技大學
高階主管企管碩士班
97
Abstract On-line game (OLG) becomes the major entertainment for modern from 2000 to date. Owing to the glow of 2009’s stay-at-home economy, OLG market in Taiwan is more competitive, and firms make their efforts to attract players to participate in. Understanding the factors that keep players joining in OLG becomes the most important issue. Thus, the purpose of this research tries to examine the relationship among perceived quality, participative motivation and intention to use. This research adopts the internet questionnaire survey and takes OLG players as the sample. The effective questionnaires were 404. This study uses the statistic analysis, including T-test analysis, multivariate analysis of variance (MANOVA) and regression analysis to test research hypotheses. The contributions of this research are as follows: First, perceived quality is positively associated with intention to use. Second, there is positive relationship between participative motivation and intention to use. Third, life style has differences on perceived quality, participative motivation and intention to use. Finally, demographics have differences on perceived quality, participative motivation and intention to use. The results of the study show that perceived quality and participative motivation play important roles for OLG players’ intention to use, and the implications could be provided for OLG and related digital content firms as the reference. Keywords: Perceived quality, Participative motivation, Intention to use, Digital content, On-line game (OLG)
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27

Chiu, Pao-Zus, and 邱保斯. "Participate motivation and social support in different life stage volleyball players." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/47054510213045117990.

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碩士
康寧大學
休閒管理研究所
102
The purpose of this study was to investigate participate motivation and expect social support in different life stages volleyball player. The study identified the players into four different life stages by junior high school group, high school group, college group and graduate group. The study followed the order of different life stage groups, gender and sections, and collected 742 samples from 910 players in 5 major national volleyball championship and games by self-made questionnaire. After employing several statistic techniques, such as descriptive statistics, factor analysis, one-way anova and conclude as following results:First, "self-actualization" was the highest score and "higher achievement demand" and "psychological needs" were the other two highest participate motivation factors in different life stage volleyball player. Second, "material support" was the first expect social support factor and "online support" was the following important factor in different life stage volleyball player. This result illustrated that the power of online-communities has become more important especially to young players. Third, the study believed that the players who could maintain their performance or enhance their time in stage by reinforcement participate motivation. Fourth, the study indicated that social support has positive functions, such as makes people feel sure, care, respect and encourage, and also helping the player to reinforce their participate motivation. Fifth, the study showed that participate motivation could be positively influenced by expected social support factors, by in contract of lower exercise participation and less social support demand.
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28

Chen, Hsu-Hsiang, and 陳旭祥. "A Study of Players’ Participation Motivation and Environmental Attributes on the Game Satisfaction of Challenge Family Taiwan." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/61740756001992105566.

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碩士
國立臺灣師範大學
運動休閒與餐旅管理研究所
102
The purpose of this study is to investigate the motivation and satisfaction of the environmental impact of property of triathletes who participated in 2013 Challenge Family. The study collected relevant data using questionnaires, and the criteria of the survey includes Participation Motivation Scale, Environmental Attributes Scale, and Participation Satisfaction Scale. The research was conducted by means of convenience sampling. Data is processed by SPSS19.0 and analyzed based on Descriptive Statistics, Independent Sample t Test, Independent Sample ANOVA Analysis, Post-hoc Comparison Method, Pearson Correlation Analysis, and Multiple Regression Analysis. The results and findings are as follows: most triathletes are males, with an average age at 36, education background of university or college, incomes of 58,000 NTD, and workers in industrial and commercial service account for the majority. Triathletes with different educational background have significant differences in terms of attractiveness on Participation Motivation; those with different educational background perform differently in the aspect of Landscape benefit facets in Environmental Attributes on. Also, Participation Motivation and Environmental Attribute show considerable positive correlation with satisfaction. The four variables: Self-expression in participation motivation, attractiveness and safety and landscape in Environmental attributes have great predictive power on satisfaction. The results will be provided to tournament organizers and government departments to promote triathlon events by enhancing participation motivation of triathletes, optimizing the environmental impact of property, elevating quality of service and administrative efficiency, and improving satisfaction of participants. Efforts should be made to achieve comprehensive planning of the event and leverage differentiating marketing with the aim to enhance the overall quality of triathlon events. By promoting triathlon events, the goal is to create a better environment and bring more benefits to triathletes.
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Yang, Hung-Te, and 楊鴻德. "A Study on Social Support and Motivation of Athletic Cheerleading Players In University." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/83mxs2.

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碩士
輔仁大學
體育學系碩士在職專班
106
The purposes of this study were to (a.) investigate the current state of social support, motivation of sport participation, and the participation of university cheerleaders; (b.) examine the differences in social support and motivation of sport participation when under different background variables; (c.) analyze the correlation between social support and motivation of sport participation of university cheerleaders. This is a questionnaire survey research. Three questionnaires were conducted to collect data, including (a.) the general information of university cheerleaders; (b.) the scale of social support; (c.) the scale of motivation of sport participation. Using purposive sampling, the subjects of the current study were 699 male and female cheerleaders who participated in “the Taiwan University Cheerleading Nationals Championship” in 2014. The response rate was 84.9%: 594 completed and validated questionnaires were returned. The collected data were examined and analyzed by descriptive statistics, independent sample t test, ANOVA, and Pearson Correlation. Our main findings show that: (a.) social support and motivation of sport participation were low correlated. (b.) in the survey of social support among university cheerleaders, “teammate support” ranked the highest, followed by “friend support” and “coach support”. (c.) in the survey of motivation of sport participation among university cheerleaders, “health and fitness” ranked the highest, followed by “the need for achievement”. (d.) social support and motivation of sport participation of university cheerleaders were positively correlated. Key words: university cheerleaders , social support, motivation of sport and participation
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CHING, TSAI CHEN, and 蔡辰菁. "The Participation Motivation and Team Cohesion of Elementary School Volleyball Players - A Case Study of He-Xin Volleyball Game." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/eb986d.

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碩士
大仁科技大學
休閒事業管理研究所
102
Abstract The purpose of this research was to understand the elementary school volleyball players’ participation motivation and team cohesion. The players who participated in the primary group of the He-Xin volleyball game. Use questionnaires to analyzed various background variables which caused the differences on the participation motivation and team cohesion. The of Descriptive Statistic, t-test, One-way ANOVA and Scheffe method were utilized to analyze the collected data and the findings were indicated as below: 1.The elementary school volleyball players in the research were participation motivated by five factors:“Training scenarios”、“Reward praised”、“Self-achievement”、“Meet demand”、“Physical and mental adjustment”;There were four factors in the team cohesion:“Teamwork”、“Team adaptation”、“Interpersonal attraction”、“Interpersonal affinition”. 2. Compare Elementary School volleyball players the differences of different background variables involved in participation motivational factors: (1) Gender was significant difference. The boys had better motivation than the girls. (2) Different training hours of each week was significant difference. Long training have higher motivation than the short-term training. (3) Join the team time was significant difference. Join the team longer had batter motivation than a short time join the team. 3. Compare Elementary school volleyball players the differences of different background variables involved in team cohesion factors: (1) Different training hours of each week was significant difference. Long training have higher team cohesion than the short-term training. (2) Join the team time was significant difference. Join the team longer had batter team cohesion than a short time join the team. 4. Elementary School volleyball players’ participation motivation and relevant analysis of team cohesion. Coach had more motivation behavior, the higher its team cohesion. Key words: Elementary school volleyball player, participation motivation, team cohesion
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31

Lu, Liangte, and 呂良德. "The Effect of Social Supports, Goal Orientation and Participative Motivation among College Volleyball Players." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/20684006050443613669.

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碩士
大葉大學
運動事業管理學系
101
This study aims to explore the effect of social supports, goal orientation and participative motivation among volleyball players. The purposes of this study are as follows: 1. to explore the current status of social supports, goal orientation and participative motivation among college volleyball players. 2. to construct an effect model of social supports, goal orientation and participative motivation among college volleyball players. The subjects of this study were third-level male college volleyball players attending 2011 College Open Competition by cluster sampling. 480 surveys were distributed. 412 were considered valid. The rate of valid returns was 85.83%. The collected data was analyzed by descriptive statistics and hypothesis model of structural equation model. The conclusions are as follows: 1.The current status of social supports, goal orientation and participative motivation among college volleyball players. The magnitude of social supports given to players, ranked from the highest to the lowest, includes: 「teammates supports」, 「coach supports」, 「relatives supports」 and 「teacher supports」.The magnitude of player’s goal orientation, ranked for the highest to the lowest, includes:「work orientation」 and 「self orientation」. The orientation of players is 「high-work/moderate self orientation」. The magnitude of participative motivation, ranked from the highest to the lowest, includes: 「technique development」, 「achievement demand」, 「interest demand」and「health fitness」. 2.The effect model of social supports and goal orientation toward participative motivation. The hypothesis of effect model regarding social supports and goal orientation toward participative motivation for this study is tenable. According to the whole model, social supports and goal orientation can collectively explain 61% of participative motivation. The effect of social supports on participative motivation is greater than the effect of goal orientation on participative motivation.
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32

Tsai, Pin-Tsan, and 蔡濱璨. "A Study of Factors Influencing Players'' Usage Behavior ofSocial Game in Social Networking." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/58023409459596153750.

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碩士
國立高雄第一科技大學
資訊管理所
98
In the past few years, people recognized the strength of group from the raises of the Web 2.0 to the Social Networking Services(SNS). Especially the degree of the Facebook populates in Taiwan, it’s obvious to reflect the high demand of the on-line social behaviors. In the background of the Game industry could grow up in the Global Financial Crisis and the increase need of on-line social demand day by day, Social Game is considered the Killer Application with great potential. The present research almost investigated the issues of motivations, additions, and loyalty of the Massive Multiplayer Online Role Playing Game(MMORPG). The study of the Social Game is rare comparatively. This thesis anticipate finding the factors of the players accept the Social Game from surveying the past research, and developing a model to explain the players’ intention and behavior. From the result of this study, the “Social” and “Immersion” factors have significant effect on the intention of playing the Social Games. The “Achivement” factor has an influence on playing intention throught the factor “Percived Ease of Use”. In the group effects, the factor “Sense of Community” has signigicant effect on not only the “Social” factor but also the “Percived Ease of Use” factor. This research included the Goal-Setting Theory and the result demonstrates that players will set goals to specify the personal motives and affect the final behaviors of playing game. This research structure some factors to explain the influences of personal internal motives and external sense of community when they playing a Social Game. It also provides the scholars with the research directions in the future. Throught the different aspect of discussions, we expect there will be some referable bases of either academic or practical aspects.
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33

Yi, Tun Kai, and 易頓開. "A case study of Mall World: Marketing strategy and mental Models of female social game players." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/3m4vqy.

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碩士
世新大學
傳播管理學研究所(含碩專班)
101
Early in the traditional online games market, the female game users seem to carry very little weight for on-line games market. However, as the emergence of community platform, a lot of female players crowd into online games field, the growth rate and conversion rate of female game players far better than the male game uses , the retention rate and pay rate are also catching up with male promptly, even beyond of male. On -line game consumption aspect turns toward "female market" quickly. However, on- line game industry is an in a male-centered industry, male R&D specialist hardly find out female market niche, adjust market strategy efficiently for female game players, and loses abundant of profits. This study focused on Mall World a social game for female players via ZMET tech to analyzes female game players’ opinion , feeling and consumer motivation about social game to see if there is any way can satisfy female game players needs Furthermore, devote this ZMET framework to related staff clearly. This study method uses ZMET and RGT, selects eight high- involvement female game players in social game for this case interview, abstracting/ selecting and analyzing the innate character, interest, marketing strategy , analyzing the core common consensus constructs. This study obviously shows female game players’ mental model ,needs, the dislike, the fond of product characteristic, the acceptance degree of sales and promotion way to on- line game, making marketing budget and allocation more accurately according to on- line game development and trend, Also, giving suggestions for total improving marketing strategy and product business model to on-line game industry to relative staffs .   As for on- line game platform changes to cell phone, this study helps to improve female game players’ marketing strategy, product business model as well.
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34

Strydom, Lukas Albertus. "Doeloriëntering en selfkonsep in spansport met besondere verwysing na skolerugby." Thesis, 2002. http://hdl.handle.net/10500/939.

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Summaries in Afrikaans and English
Text in Afrikaans
Hierdie navorsing het die verband tussen vroee adolessenterugbyspelers se doelorientering en selfkonsep, empiries en in die literatuur, ondersoek. Die literatuurondersoek het getoon dat doelorientering oar twee komponente beskik, naamlik taakbetrokkenheid en egobetrokkenheid. Taakbetrokke sportdeelnemers fokus op vaardigheidsontwikkeling en gebruik hulle eie prestasies as maatstaf vir sukses. Hulle beleef sukses wanneer 'n taak bemeester is, leer plaasvind, of daar 'n verbetering in die uitvoering van die taak is. Sukses word toegeskryf aan die mate van inspanning gelewer. Egobetrokke sportdeelnemers fokus op die wenmotief, gebruik normatiewe vergelyking as maatstaf vir prestasie, en beleef sukses wanneer hulle eie prestasies gunstig met die van ander kan vergelyk. Sukses word aan aangebore talent toegeskryf. Die empiriese ondersoek het bevind dat taakbetrokkenheid positief verband hou met die globale, persoonlike, en sosiale self. Egobetrokkenheid hou negatief verband met die fisieke self, en positief verband met kompetisie-angs.
The research investigated, in the literature and empirically, the possible relation between the goal orientation of male adolescent rugby players and their self-concept. The literature study indicated that goal orientation has two components, namely task involvement and ego involvement. In task-involved sport participation, skills development is emphasized, evaluation of achievement is self-referenced, and success experienced when learning takes place, a task is mastered, or when there is improvement in the execution of tasks. Success is attributed to effort. In ego-involved sport participation objective outcomes are emphasized (i.e. winning), evaluation of achievement is norm-based, and success experienced when own achievements are favourably compared to those of other sport participants. Success is attributed to natural ability. The empirical study indicated a positive relation between task-involved sport participation and the global, personal, and social self. A negative relation between ego-involved sport participation and the physical self, and a positive relation between ego involvement and competition-anxiety was found.
Educational Studies
M.Ed. (Spesialisering in Voorligting)
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35

Chen, Yun-Ju, and 陳韻如. "Personal Image Marketing of Online Game Players – Using Social Exchange Theory to Explore the Self-Construction and Self-Presentation of League of Legends Players." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/rv6qw4.

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碩士
元智大學
經營管理碩士班(行銷學程)
104
With the rapid development of Internet, online games have become one of the most important areas for entertainment and leisure. In online games, people use characters, items, and costumes to build their self-construction and self-presentation. Furthermore, people show their self-presentation through the process of interaction within the online game in order to keep a relationship with other online game players. One of the most popular online games is LOL (League of Legends) which is still famous for online game players. Gamers tend to perform themselves by using the rewards and power gained from the game. From the perspective of LOL gamers, the research explores how LOL gamers construct and present themselves within the game by using social exchange theory. The research aims to study rewards, power, commitment, trust and emotion among other important factors in social exchange theory. The methodology of the research is Netnography. The research collects the data by online observation and in-depth interview to understand how gamers build their self-construction and use different strategies to present their personal image. The research result found that when gamers choose symbolic items, they will take the factors of social exchange theory into consideration. Moreover, gamers have different consideration based on the stage they are in. In the early stage, gamers are mainly affected by their life and media experience and tend to construct their basic profile. However, in the mature stage, they are affected by teamwork and tend to construct a particular image to highlight their self-construction. Also, the research found that in the early stage, gamers are influenced by the reward system which provides incentives for them to participate in the game. In the mature stage, they are influenced by power, commitment and trust which enhance their self-presentation behavior in teamwork. With numerous presentation strategies, gamers use the modest strategy, the opinion conformity strategy, the modeling strategy and the gender switch strategy to present themselves. In addition, gamers’ self-presentation behavior is also affected by the emotion which influences the interaction between gamers and team members.
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36

Cheng, Yu-Han, and 鄭佑漢. "Discussing interaction among real-time strategy online game players from the perspective of social capital: The case of online game ‘League of Legends’." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/4a8mnm.

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37

Yang, Chun-Chieh, and 楊俊傑. "A Study on the Relations between Game Participation, Flow Experience, Social Interaction and Addiction of Online Game Players—the viewpoints of Recreation Specialization." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/hg2p4u.

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碩士
國立嘉義大學
休閒事業管理研究所
97
To date on line game definitely has became a popular leisure activity according to the unlimited accessibility of time and site, and the unresisting game attraction. However overusing and addiction problems which have led much debates, raise as a result due to the social interaction, pleasure and progressing character among online games. In this study, the mediation effect of social interaction and flow experience between participation of online game player and gaming addiction was examined. Also research theorize “Progress” character by employe “Recreation Specialization” theory. Further the relations of gaming specialization between gaming paricipations, addiction and flow experience is also examined. The most popular game discussion sites were employed as sampling frame whch deta was collected by utilizing on line questionnaire. Result indicated that current participations(namely playing time, frequent, cost) of players has either a direct effect or mediate effect on game addiction by flow experience and social interaction. Specialization not only has a significantly positive effect on gaming participation, fow experience and addiction, but also has a moderate effect on relations between flow and addiction. It is also evidenced that social interaction and specialization have higher explanations on addction than flow experience. Further examinations of factors relation between social interaction, specialization and addction, indicates that “Social benefit” among social interaction factor has a dramatiac relation with “Simulating control” and “Withdraw sympton” factors, there is also a significant relations between “Comitment” and “Withdraw sympton” .
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HSU, JUI-YING, and 徐瑞縈. "The Exploration of Game Motivation and Network Community Information Sharing Behaviors on the Pokémon GO Players’ Experience Satisfaction – The Pikachu Effect Verifications." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/95jh4d.

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碩士
育達科技大學
行銷與流通管理所
106
A huge change and influence on human life happened due to technology advance, smart phone popularization, network speed increase and application programs(APP) innovation. The invention of augmented reality technology is integrated with the game industry perfectly. The game named Pokémon GO motivates players to go outdoor and experience game in a different way. The market survey shows that the number of middle-aged Pokémon GO players is in an upward trend. Facing with the social structure change and population aging society, there are huge market opportunity of game industry. However, related researches regarding to middle-aged players have not seen in current literatures yet. This research is based on this trend. According to data collection from Taiwanese Pokémon GO players, this research will discuss about the motivation of Pokémon GO players, network community information sharing and the correlation between game experience and game experience satisfaction. It will also verify the age difference of Pikachu effect. The results of the study show that variables such as age, gender, education level, occupation and player rank all had significant differences in game motivation, network community information sharing and game experience. Education level and stratified age are significant differences in game experience satisfaction. The Pikachu effect of players over 51-year-old is stronger and the Pikachu effect influence game experience satisfaction.
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39

Hui-ching, Kuo, and 郭蕙菁. "A Study of the Participation Motivation and Social Support of Cheerleading Players in Senior Hihg School." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/53742230515423050643.

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碩士
臺北市立教育大學
體育學系體育碩士學位在職進修專班
97
Abstract The purposes of the research are to clarify: (1) the current status of participation and sports participatory motivations of and social support for nationwide senior high school cheerleaders, (2) the differences in nationwide senior high school cheerleaders’ sports participatory motivations and social support due to the variables of different backgrounds, (3) the differences between all the factors of the sports participatory motivations of and social support for nationwide senior high school cheerleaders, and (4) the relationship between the sports participatory motivations of and social support for nationwide senior high school cheerleaders. The research has been constructed on questionnaires. The researcher purposively sampled the parent population of all the senior high school cheerleaders in the 2007 National Senior high school Cheerleader League to take the self-compiling “Questionnaire of the Sports Participatory Motivations of and Social Support for Nationwide Senior High School Cheerleaders.” There are totally 505 questionnaires issued among which 446 are effective and analyzed by SPSS 12.0, a statistical analysis software. The analytical results are as follows: 1. In the analysis of the current status of all the factors in nationwide senior high school cheerleaders’ sports participatory motivations, it turns out that the highest score is referred to “health-related fitness” and the lowest score is referred to “friendship among peers.” 2. In the analysis of the current status of all the factors in the social support for nationwide senior high school cheerleaders, the highest score is referred to “the support of teammates” while the lowest score is referred to “the support of teachers.” 3. The sports participatory motivations of and social support for nationwide senior high school cheerleaders have reached positive correlation, which means that the stronger their sports participatory motivations are, the higher the social support grows; the lower the sports participatory motivations are, the less the social support is.
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40

LIN, YI TING, and 林怡婷. "Research on the Effects of Social Support on Participation Motivation of Volleyball Players in Elementary School." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/91339099487136512680.

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碩士
國立屏東教育大學
體育學系
99
The purpose of the study is to explore the relationship between social support and participation motivation of volleyball players in elementary school, compare the differences among selected demographic variables on social support and participation motivation of volleyball players, and predict the relationship between players’ participation motivation and social support. One questionnaire designed by the researcher, “the Questionnaire of Social Support on Participation Motivation of Volleyball Players in Elementary School” was delivered to 271 volleyball players in elementary school. From the survey returned, 262 were coded accounted of 96.6% in final response rate. Descriptive statistics, MANOVA, Pearson Product-Moment correlation and correlational correlation were computed for data analysis. The results indicated that, (a) in social support, the significant differences were found on teammate support by gender (Boys were greater than girls). But teacher support and family support were not. (b) The significant differences were found both in health fitness and social needs of participation motivation by gender (Boys were greater than girls). But techniques needs and achievement needs were not. (c) Social support and participation motivation had positive relationship. (d) The correlational correlation analysis indicated that social support and participation motivation were positively related. On the basis of the results of the study, some suggestions for educational personnel, parents and further researchers were offered.
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41

Tsai, Shun-dei, and 蔡順得. "The study of the players’ social support and motivation of elementary school basketball team in Kaohsiung." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/06907911975389168764.

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Abstract:
碩士
國立屏東教育大學
體育學系
100
The purpose of this study was to investigate the players’ social support and participation motivation of elementary school basketball team in Kaohsiung. Besides, to analyze different background in the differences between social support and participation motivation. Finally, to explore the relationship between social support and participation motivation and to predict social support in participation motivation. The main research method in this study was a questionnaire survey. The research members were the students who joined Elementary School Basketball League in 2012. Total questionnaire were 605 and the valid questionnaire were 593. The effective response rate was 98%. Using descriptive statistics, single factor multivariate analysis of variance, canonical correlation , stepwise multiple regression to analyze the data. The results are as follows: 1. The players of basketball team of elementary school in Kaohsiung have high social support and participation motivation. 2. Different genders, competitions of the highest level in the team players of elementary school in Kaohsiung have significant differences in social support. 3. Different genders, the competition of the highest level in the players of basketball team of elementary school have significant differences in participation motivation. 4. The players basketball team of elementary school social support and participation motivation have a positive correlation . 5. Coach support can effectively predict participation motivation. Keywords: basketball teams, social support, participation motivation
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42

Li, Chi-ming, and 李啟明. "A Study on the Aboriginal Slow Softball Players\' Motivation, Social Support, Team Cohesion and Sports Performance." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/66v8jc.

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碩士
美和科技大學
運動與休閒系碩士班
106
The purpose of this study was to explore the current motivations and differences in the participation motivations, social support, team cohesion and athletic performance of aboriginal slowball players, and to analyze the relationship between the variables and to find out the effective operation of the aboriginal slowball team. This study used a questionnaire survey to study the aboriginal participants of the slow-paced softball events in Kaohsiung and Pingtung in 2017. The authors referred to the “Aboriginal Slowball Player Motivation, Social Support, Team Cohesion and The Sports Performance Scale is a research tool, and data collection is carried out by sampling. A total of 486 valid questionnaires were collected. After statistical analysis, the data obtained the following results: 1. Aboriginal slowball participation motivation is the highest in "social needs", social support is highest in "friend support", group cohesion is highest in "teamwork", sports performance is highest in "self-satisfaction"; 2. different backgrounds are slow in aborigines There are some significant differences in the participation of softball players in participation motivation, social support, group cohesion, and team sports performance. 3. The motivation of participation of aboriginal slowball softball players is positively affecting group cohesion and sports performance, and social support positively affects groups. Cohesion and athletic performance, group cohesion positively affects athletic performance. Therefore, this study suggests that all levels of units can increase the number of men's and women's mixed or women's teams in the competition, increasing the motivation of women to participate in the team. It is also recommended that Aboriginal softball participants should have their goals in the process of squatting and slow exercise, either to expand the social circle, to exercise, or to challenge themselves. Finally, it is recommended that the team manager must try to extend the player's activities from the court to the family or society. Therefore, it is recommended that all Aboriginal slow-moving teams can set up additional topics, such as parent-child days or picnic days, in addition to general practice or competitions, or invite players with special experiences to guide or defend. To improve teamwork and teamwork and team cohesion.
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43

Hsial, Ching-I., and 蕭靜宜. "A Study of the Sport Participation Motivation and Social Support of Tennis Players in Kaohsiung City." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/78315224132361599190.

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Abstract:
碩士
國立高雄師範大學
體育學系
101
A Study of the Sport Participation Motivation and Social Support of Tennis Players in Kaohsiung City Graduate:Hsial, Ching-I Advisor:Dr. Tsai, Jin-Hsien Abstract The main purpose of this study was to examine the sport participation motivation and social support of tennis players in Kaohsiung city. In addition, it was also to compare the differences of tennis players’ sport participation motivation due to the variables of different backgrounds, and the differences of tennis players’ social support due to the variables of different backgrounds, and to explore the relationship between sport participation motivation and social support of tennis players in Ksohsiung city. The data of this study were collected via questionnaires. Particiants of this study were 339 primary and secondary schools tennis players in Ksohsiung city. The tool used in the study was the "Questionnaire of the Sport Participation Motivation and Social Support for tennis players in Kaohsiung city". The collected data were analyzed by descriptive statistics, independent sample t-tests, one-way ANOVAs, and canonical correlations. The analytical results were as follows:(1)In analyzing of the current statuses of all the factors in tennis players' sport participation motivation, it indicated that the highest score was referred to "learning interests" and the lowest score was referred to "society needs".(2)In analyzing of the current statuses of all the factors in the social support for tennis players, it indicated that the highest score was referred to "the support of coach " and the lowest score was referred to "the support of families".(3)There were significant differences in sport participation motivation among tennis players with their different gender, level of schooling, attribute of class, the highest level of tennis competition.(4)There were significant differences of social support among tennis players with their different level of schooling, tennis experience, the best performance, and weekly practice time.(5)There were canonical correlation coefficients reaching significant levels between sport participation motivation and social support factors perceived by the tennis players in Kaohsiung city. Key Words:tennis players, Participation Motivation, Social Support
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44

Češková, Anna. "Využití gamifikace ke zvýšení motivace studentů ve vysokoškolském vzdělávání." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-310414.

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This paper deals with the issue of gamification and its implementation in the Charles University Information System, by focusing on students. It describes the principles of gamification in relation to user needs. Furthermore, it analyses the process of consciousness, motivation, volition and flow. This paper presents personality typologies in the context of motivation and game elements. It works with Myers-Briggs types and Keirsey's temperaments. It contains a ranking of gamification elements that is based on the level of motivation in relation to personalities. It evaluates the educational system in the Czech Republic from the point of view of the use of gamification elements and focus on different types of personalities. The main part of the thesis creates a concept of the implementation of gamification elements in the Charles University Information System and gamification of a thesis. [Author abstract].
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45

Ching, Youn, and 黃玉青. "A Research for Social Support, Participation-Motivation and Learning Satisfaction of Elementary Schools Dodge-ball Team Players." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/92401051803022205037.

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Abstract:
碩士
雲林科技大學
休閒運動研究所碩士班
98
The purpose of this study is to examine the status quo of social support, participation motives and learning satisfaction of elementary school dodge ball team players in Taiwan and analyze the differences of social support, participation motives and learning satisfaction for various variables. Finally, the correlations among social support, participation motives and learning satisfaction are explored. The object of study was aimed at elementary school dodge ball team players participating in the 11th National Dodge Ball Tournament (2010) and a scale was used for measurement. Convenience sampling was conducted by issuing 788 copies of the questionnaire. 740 valid copies were retrieved with a valid recall rate of 94%. Descriptive statistics, exploratory factor analysis, t-test, one-way ANOVA, Scheffe’s posterior comparisons and structural equation modeling (SEM) were adopted for data processing. Results of the research are described as follows: (1) Most of the elementary school dodge ball team players are sixth graders accounting for 60.8% and the majority of them join the school teams for one to two years accounting for 41.9% of total samples. (2) Significant differences of social support vary with gender and the number of years; those of participation motives differ with gender and the number of years on the school team and still those of learning satisfaction change with gender and the number of years on the school team. (3) Social support affects participation motives significantly and positively; social support influences learning satisfaction significantly and positively and participation motives impose significant and positive impact upon learning satisfaction.
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46

Chien-Hsing, Lin, and 林建興. "A study of the Participation Motivation and Social Support of Tchoukball Players in Elementary School in Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/12733143271275949003.

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碩士
臺北市立教育大學
體育學系體育碩士學位在職進修專班
97
The purpose of this study was to (a) understand the current statues of participation motivation and social support among elementary school in Taiwan;(b) discuss the differences of different background items between Tchoukball Players participation motivation and social support;(c) discuss the relationship between participation motivation and social support. This study used questionnaire to collect needing information. The questionnaire included (a) demographic information sheet;(b) Tchoukball Players participation motivation scale;(c) Tchoukball Players social support scale. The samples were 840 elementary school in Taiwan. From the survey returned, 93% was coded. Descriptive statistics, one-way ANOVA, and Pearson Product-Moment correlation were computed for data analysis. The results indicated that (a) participation motivation among elementary school Tchoukball Players was good;(b) social support was good, too;(c) There was significant difference among the Sex , grade , participating in skillful firm ball time, the level is highest, train time every week for participation motivation of Tchoukball Players in elementary school in Taiwan;(d) There was significant difference among the Participate in skillful firm ball time and different academic credits differently for social support of Tchoukball Players in elementary school in Taiwan;(e) participation motivation and social support were significantly correlated.
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47

Huang, shuting, and 黃淑婷. "A Study of Participation Motivation and Social Support on Elementary School Baseball Team Players in Taoyuan County." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/11606988427309540011.

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Abstract:
碩士
國立臺東大學
社會科教育學系碩士班
101
The purpose of the research was aimed to(1)Understand the current situation of the participation motivation and social support in elementary school baseball teamplayers in Taoyuan County. (2)Compare the differences among the various background factors of the participation motivation for these young participants . (3)Compare the differences among the various background factors of the social support for these young participants .(4)Analyze the correlation of the participation motivation and social support on these young baseball team players. The study was planned and conducted with a questionnaire survey. Players of national elementary school baseball league match in Taoyuan County in 2010 were selected and answered the survey form. Four hundred sixty-three effective questionnaires were analyzed by Descriptive Statistics, one-way ANOVA and Pearson Product-Momeni Correlation. These results were concluded as follows: 1. The whole score of participation motivation of baseball team players in elementary school in Taoyuan County is above the average. Among factors of motivation , the highest score is in technical requirements , while the lowest one is in avoiding stimulation. 2. The whole score of social support of these match players in Taoyuan County is above the average. Among factors of social support, the highest one is in teammate support, while the lowest is teacher’s support. 3. There were the significant differences in participation motivation among the grade, training time and academic performance. 4. There were the significant differences in social support among the grade, training time, and match type. 5. Participation motivation and social support were considerably positive related.
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48

Kuo, Wei-sheng, and 郭威聖. "A Stady of the Participative Motivation and Social Support of High School Canoe Polo Players in Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/48744471792856209667.

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Abstract:
碩士
臺北巿立體育學院
運動技術研究所
97
The purposes of this study are to explore: (1) the motivation and social support of high school canoe polo players; (2) the influence of demographic backgrounds on motivation and social support of high school canoe polo players; and (3) the relationship between the motivation and the social support of high school canoe polo players in Taiwan. This study uses the revised version of “High School Canoe Polo Players in Taiwan for Sport Participative Motivation and Social Support”to collect data with 86 valid questionnaires. The response rate was 84.5%. The major conclusions in this study are presented as follow:(1) In terms of motivation, these high school canoe polo players in Taiwan show higher motivation on technique requirement, and lower motivation on stimulus avoid. As for team cohesion, players have higher level on teammates’ support than families’support. (2) Significant statistical differences are found on grades, seniority, when did the player start to canoe polo, and the players’ lesson performance after they joined the canoe polo team within sports participative motivation. (3) In terms of social support, significances statistical differences have been detected on grades, seniority, when did the player start to canoe polo, the players’ lesson performance, and school guidance and assistance on the players’ school work. (4) Taiwan high school canoe polo players’ sport participative motivation and social support are positively related. (5) Social support can efficiently predict sport participative motivation.
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49

Yi-Chieh, Chang, and 張怡潔. "A Study of the Relationship between Participation Motivation and Social Support of Volleyball Players in Elementary School." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/74986291793308459651.

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Abstract:
碩士
臺北巿立體育學院
運動教育研究所
96
Abstract The purpose of this study was to (a) identify the participation motivation and social support of volleyball players in elementary school; (b) compare the differences among selected demographic variables on participation motivation and social support of volleyball players in elementary school. (c) analyze the relationship between participation motivation and social support of volleyball players in elementary school; and (d) predict participation motivation of volleyball players in elementary school by social support. Three questionnaires designed by the author were utilized to collect data including: (a) demographic information sheet; (b) Participation Motivation of Volleyball Players Scale; and (c) Social Support of Volleyball Players Scale. The sample was 500 volleyball players selected from national Ho-Chia volleyball championship by judgmental sampling. From the survey returned, 377 were coded. The valid response rate was 75.4%. Descriptive statistics, independent sample t-test, one-way ANOVA, Pearson Product-Moment correlation and stepwise multiple regression were computed for data analysis. The results indicated that (a) the scores of participation motivation and social support were moderately high on elementary school volleyball players; (b) the significant differences were found on participation motivation by gender, training hour per week and academic performance; (c) the significant differences were found on social support by academic performance after volleyball training; (d) participation motivation and social support were positive correlation significantly; and (e) teammate and teacher support can predict participation motivation. Several recommendations for further research were made by the author.
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50

Cheng, Chi-Pin, and 程祈斌. "A Study of the Participation Motivation and Social Support of Rugby Players in High School in Taiwan." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/89434059602118763405.

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Abstract:
碩士
臺北巿立體育學院
運動科學研究所
95
The purpose of the study was to (a) identify the current status of the participated situation, the participated motivation, and the social supports of rugby player in senior high school in Taiwan, (b) compare the differences among the selected demographic variables on participated motivation and social supports of rugby players in senior high school in Taiwan, (c) analyze the relationship between participated motivation and social supports of rugby players in senior high school in Taiwan, (d) analyze the influence of social supports on participated motivation of rugby players in senior high school in Taiwan. The study general selected 505 rugby players from senior high school in Taiwan as subject. From the survey returned, 423 were coded accounted of 83.8% in final response rate. The study used questionnaire to collect data. The questionnaire included three parts (1) demographic information sheet, (2) Participated Motivation Scale, and (3) Social Support Inventory. Descriptive statistics, independent sample T-test, one-way ANOVA, Pearson Product-Moment correlation, and stepwise multiple regression were computed for data analysis. The results indicated that (a) the score of participation motivation and social support were moderately high on Rugby players in senior high school in Taiwan, (b) the significant differences between the beginning year of rugby, the best grade, the academic achievement after join the team, and if the school provides schoolwork counseling or recovery teaching were found on participated motivation, (c) the significant differences were found on social supports by the team qualification, the highest degree gained, the academic achievement, and if the school provides schoolwork counseling or recovery teaching, (d) participated motivation and social support were positive correlation significantly, and (e) social supports can efficiently predict participated motivation.
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