Journal articles on the topic 'Social game players' motivation'
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Kneer, Julia, Ruud Jacobs, and Christopher J. Ferguson. "You Could Have Just Asked: The Perception of Motivations to Play Violent Video Games." Studies in Media and Communication 6, no. 2 (July 17, 2018): 1. http://dx.doi.org/10.11114/smc.v6i2.3389.
Full textGui, Anderes, Yudi Fernando, and Ika Sari Wahyuni. "Users’ Level of Gratification, Service Mechanism on Continuance Motivation to Play Online Games in Social Networking Sites." Advanced Science Letters 21, no. 4 (April 1, 2015): 973–75. http://dx.doi.org/10.1166/asl.2015.5956.
Full textLou, Tianyang, Yuning Zu, and Ling Zhu. "A study of motivation and team member selection in online games." Asia Pacific Journal of Marketing and Logistics 32, no. 6 (November 12, 2019): 1286–304. http://dx.doi.org/10.1108/apjml-04-2019-0234.
Full textGhuman, Davinder, and Mark Griffiths. "A Cross-Genre Study of Online Gaming." International Journal of Cyber Behavior, Psychology and Learning 2, no. 1 (January 2012): 13–29. http://dx.doi.org/10.4018/ijcbpl.2012010102.
Full textMalik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (October 16, 2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.
Full textKwok, Nikole Wing Ka, and Angeline Khoo. "Gamers’ Motivations and Problematic Gaming." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (July 2011): 34–49. http://dx.doi.org/10.4018/ijcbpl.2011070103.
Full textDavies, John J., and Timothy J. Hemingway. "Guitar Hero or Zero?" Journal of Media Psychology 26, no. 4 (January 1, 2014): 189–201. http://dx.doi.org/10.1027/1864-1105/a000125.
Full textLew, Victoria, Joshua Smith, Nicholas Reuss, Xiyu Zhang, Jacob Gulliuzo, and Christina Frederick. "Relatedness in gaming: How in-game touch influences player connection." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1766. http://dx.doi.org/10.1177/1541931218621399.
Full textKneer, Julia, Sanne Franken, and Sabine Reich. "Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs." Simulation & Gaming 50, no. 1 (January 30, 2019): 44–61. http://dx.doi.org/10.1177/1046878118823033.
Full textLee, Sung Je, Eui Jun Jeong, and Joon Hyun Jeon. "Disruptive behaviors in online games: Effects of moral positioning, competitive motivation, and aggression in “League of Legends”." Social Behavior and Personality: an international journal 47, no. 2 (February 27, 2019): 1–9. http://dx.doi.org/10.2224/sbp.7570.
Full textFox, Jesse, Michael Gilbert, and Wai Yen Tang. "Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction." New Media & Society 20, no. 11 (April 11, 2018): 4056–73. http://dx.doi.org/10.1177/1461444818767102.
Full textBarnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (June 2010): 167–79. http://dx.doi.org/10.1037/a0019442.
Full textRahayuningrum, Dwi Christina, Zabidah Putit, and Ira Erwina. "Hubungan Motivasi Bermain Game Online Dan Dukungan Sosial Teman Sebaya Dengan Adiksi Game Online Pada Remaja di SMPN Kota Padang." Jurnal Kesehatan Medika Saintika 10, no. 1 (June 1, 2019): 115. http://dx.doi.org/10.30633/jkms.v10i1.315.
Full textHuang, Chiao-Ling, Shu Ching Yang, and An-Sing Chen. "Motivations and Gratification in an Online Game: Relationships Among Players' Self-Esteem, Self-Concept, and Interpersonal Relationships." Social Behavior and Personality: an international journal 43, no. 2 (March 21, 2015): 193–203. http://dx.doi.org/10.2224/sbp.2015.43.2.193.
Full textLang, Annie, Samuel D. Bradley, Edward F. Schneider, Sojung C. Kim, and Sharon Mayell. "Killing Is Positive!" Journal of Media Psychology 24, no. 4 (January 2012): 154–66. http://dx.doi.org/10.1027/1864-1105/a000075.
Full textHe, Hanxi, Dickson K. W. Chiu, and Kevin K. W. Ho. "Motivations and Behaviors of Young People in Playing Online Games." International Journal of Systems and Service-Oriented Engineering 7, no. 3 (July 2017): 53–63. http://dx.doi.org/10.4018/ijssoe.2017070104.
Full textPatzer, Brady, Barbara Chaparro, and Joseph R. Keebler. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions." Simulation & Gaming 51, no. 3 (February 28, 2020): 287–309. http://dx.doi.org/10.1177/1046878120903352.
Full textArjoranta, Jonne, Tuomas Kari, and Markus Salo. "Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study." JMIR Serious Games 8, no. 2 (May 25, 2020): e15967. http://dx.doi.org/10.2196/15967.
Full textLeonardou, Angeliki, Maria Rigou, and John Garofalakis. "Techniques to Motivate Learner Improvement in Game-Based Assessment." Information 11, no. 4 (March 25, 2020): 176. http://dx.doi.org/10.3390/info11040176.
Full textNoah, J. Adam, Yumie Ono, Sotaro Shimada, Atsumichi Tachibana, and Shaw Bronner. "Changes in Sympathetic Tone During Cooperative Game Play." Social Behavior and Personality: an international journal 43, no. 7 (August 16, 2015): 1123–34. http://dx.doi.org/10.2224/sbp.2015.43.7.1123.
Full textFoster, Bob, Fitriani Reyta, and Susan Purnama. "Relationship between Perceived Ease of Use, Perceived Usefulness and Motivation Opportunity Ability Theory in Online Gamers Know-How Exchange." International Journal of Business, Economics, and Social Development 2, no. 1 (February 4, 2021): 32–36. http://dx.doi.org/10.46336/ijbesd.v2i1.117.
Full textLeonardou, Angeliki, Maria Rigou, Aliki Panagiotarou, and John Garofalakis. "The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features." Computers 10, no. 5 (May 17, 2021): 65. http://dx.doi.org/10.3390/computers10050065.
Full textRiel, Jeremy, and Kimberly A. Lawless. "Enhancing Student Affect From Multi-Classroom Simulation Games via Teacher Professional Development." International Journal of Gaming and Computer-Mediated Simulations 13, no. 1 (January 2021): 34–54. http://dx.doi.org/10.4018/ijgcms.20210101.oa3.
Full textEllis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (December 22, 2020): e25117. http://dx.doi.org/10.2196/25117.
Full textKashif, Muhammad, P. M. P. Fernando, and S. I. Wijenayake. "Blinded by the sand of its burrowing? Examining fans’ intentions to follow one-day cricket on TV with a moderating effect of social influence." International Journal of Sports Marketing and Sponsorship 20, no. 1 (February 4, 2019): 81–108. http://dx.doi.org/10.1108/ijsms-08-2017-0094.
Full textGarcía-Lanzo, Samuel, and Andrés Chamarro. "Basic psychological needs, passion and motivations in amateur and semi-professional eSports players." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 36, no. 2 (March 10, 2021): 59–68. http://dx.doi.org/10.51698/aloma.2018.36.2.59-68.
Full textEladhari, Mirjam Palosaari. "Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO." Comunicação e Sociedade 22 (December 15, 2012): 50–75. http://dx.doi.org/10.17231/comsoc.22(2012).1274.
Full textKastenmüller, Andreas, Tobias Greitemeyer, Stephen Fairclough, Daniel Waite, and Peter Fischer. "Playing Exergames and Sporting Activity." Social Psychology 44, no. 4 (July 1, 2013): 264–70. http://dx.doi.org/10.1027/1864-9335/a000111.
Full textPark, Byungchul, and Duk Hee Lee. "The Interplay between Real Money Trade and Narrative Structure in Massively Multiplayer Online Role-Playing Games." International Journal of Computer Games Technology 2017 (2017): 1–8. http://dx.doi.org/10.1155/2017/3853962.
Full textZhang, Huoyin, Ruolei Gu, Ming Yang, Mingming Zhang, Fengxu Han, Hong Li, and Wenbo Luo. "Context-based interpersonal relationship modulates social comparison between outcomes: an event-related potential study." Social Cognitive and Affective Neuroscience 16, no. 4 (February 2, 2021): 439–52. http://dx.doi.org/10.1093/scan/nsaa167.
Full textHsiao, Kuo-Lun, Miltiadis D. Lytras, and Chia-Chen Chen. "An in-app purchase framework for location-based AR games: the case of Pokémon Go." Library Hi Tech 38, no. 3 (June 11, 2019): 638–53. http://dx.doi.org/10.1108/lht-09-2018-0123.
Full textBudiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa 11, no. 1 (November 28, 2019): 15–25. http://dx.doi.org/10.33153/brikolase.v11i1.2678.
Full textMcKenna, Jim, Susan Backhouse, Gemma Phillips, and Ben Jones. "Changing player behaviour in sport during the COVID-19 pandemic: Shake on it?" South African Journal of Sports Medicine 32, no. 1 (October 28, 2020): 1–2. http://dx.doi.org/10.17159/2078-516x/2020/v32i1a8967.
Full textJiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (January 2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.
Full textXu, Xiaolei, Congcong Liu, Xinqi Zhou, Yuanshu Chen, Zhao Gao, Feng Zhou, Juan Kou, Benjamin Becker, and Keith M. Kendrick. "Oxytocin Facilitates Self-Serving Rather Than Altruistic Tendencies in Competitive Social Interactions Via Orbitofrontal Cortex." International Journal of Neuropsychopharmacology 22, no. 8 (June 1, 2019): 501–12. http://dx.doi.org/10.1093/ijnp/pyz028.
Full textStefany, Sisca, and Harisno. "The Role of Motivation on Purchase Intention of Online Games and Virtual Goods Provided by Online Game Provider." Advanced Science Letters 21, no. 4 (April 1, 2015): 605–11. http://dx.doi.org/10.1166/asl.2015.5963.
Full textGabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (January 1, 2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.
Full textBohdan, Spys. "Influence of anonymity, punishment, and high stakes on players’ economic behavior in the Ultimatum game." University Economic Bulletin, no. 49 (May 22, 2021): 155–62. http://dx.doi.org/10.31470/2306-546x-2021-49-155-162.
Full textCatalán, José M., José V. García-Pérez, Andrea Blanco, David Martínez, Luis D. Lledó, and Nicolás García-Aracil. "Differences in Physiological Reactions Due to a Competitive Rehabilitation Game Modality." Sensors 21, no. 11 (May 25, 2021): 3681. http://dx.doi.org/10.3390/s21113681.
Full textPostigo Fuentes, Ana Yara, and Manuel Fernández Navas. "Factores que Influyen el Aprendizaje de Lengua Extranjera en los eSports. Un Estudio de Caso." Qualitative Research in Education 9, no. 2 (June 28, 2020): 128. http://dx.doi.org/10.17583/qre.2020.4997.
Full textCorreia, Antonia, and Pedro Pintassilgo. "The Golf Players' Motivations: The Algarve Case." Tourism and Hospitality Research 6, no. 3 (May 2006): 227–38. http://dx.doi.org/10.1057/palgrave.thr.6050014.
Full textGhazali, Ezlika, Dilip S. Mutum, and Mei-Yuen Woon. "Exploring player behavior and motivations to continue playing Pokémon GO." Information Technology & People 32, no. 3 (June 3, 2019): 646–67. http://dx.doi.org/10.1108/itp-07-2017-0216.
Full textMoskalets, Viktor. "Psychology of the game and game content of other activities." Psihologìâ ì suspìlʹstvo 2, no. 80 (June 1, 2020): 71–88. http://dx.doi.org/10.35774/pis2020.02.071.
Full textBilińska-Reformat, Katarzyna, Anna Dewalska-Opitek, and Magdalena Hofman-Kohlmeyer. "To Mod or Not to Mod—An Empirical Study on Game Modding as Customer Value Co-Creation." Sustainability 12, no. 21 (October 29, 2020): 9014. http://dx.doi.org/10.3390/su12219014.
Full textIbánez, José de Jesús Luis González, and Alf Inge Wang. "Learning Recycling from Playing a Kinect Game." International Journal of Game-Based Learning 5, no. 3 (July 2015): 25–44. http://dx.doi.org/10.4018/ijgbl.2015070103.
Full textMarinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.
Full textGråstén, Arto, Hannele Forsman, and Anthony Watt. "The associations and development of motivational climate, achievement goals, and physical functional skills in young floorball players." International Journal of Sports Science & Coaching 13, no. 6 (July 10, 2018): 958–67. http://dx.doi.org/10.1177/1747954118787656.
Full textCzuchry, Michael, Tiffiny L. Sia, Donald F. Dansereau, and Sandra M. Dees. "Downward Spiral: A Pedagogical Game Depicting the Dangers of Substance Abuse." Journal of Drug Education 27, no. 4 (December 1997): 373–87. http://dx.doi.org/10.2190/3vek-gqe2-4vft-l2xh.
Full textBueno, Salvador, M. Dolores Gallego, and Jan Noyes. "Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go." Applied Sciences 10, no. 5 (March 1, 2020): 1644. http://dx.doi.org/10.3390/app10051644.
Full textHurych, Emanuel. "Could Gamification Present a Significant Topic for the Philosophy of Sport?" Studia sportiva 15, no. 1 (June 9, 2021): 51–62. http://dx.doi.org/10.5817/sts2021-1-5.
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