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1

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

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

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

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

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

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

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

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

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

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

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

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Video game researchers have struggled to capture players’ personal experiences in natural gaming contexts. We used longitudinal diary methods to examine the everyday experiences of new and experienced players within a massively multiplayer online game, Team Fortress 2. Participants ( N = 38) completed diaries about gameplay and negative social interactions such as trash-talking and harassment. Themes included frustrating play and performance as motivator, as well as six themes regarding social interaction: skill disparagement, fairweather friends, toxic masculinity, vicious cycles, “kicking” players, and reporting differences. Some findings supported existing research; others challenge previous research using other methods. We discuss the advantages and disadvantages of using diary methods in video game research.
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Barnett, 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.

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Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that players make when interacting with others. Furthermore, player-to-player interactions are examined in terms of in-game group formation and how efficient communication is imperative for goal achievement. The review also explores how leadership skills learned in-game may be transferred to real-world scenarios. The reasons why people play MMOs are examined in terms of player motivations and how aspects of game play may have both positive and negative consequences for a player's well-being. The latter half of the review describes how MMOs are used as afterschool virtual teaching environments where students can use aspects of game play to learn, for example, leadership qualities. The review concludes with recommendations for using MMOs as virtual laboratories to explore aspects of human behavior.
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Rahayuningrum, 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.

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ABSTRAK Adiksi game online saat ini menjadi permasalahan global. Adiksi game online akan membuat pemainnya asik bermain game online hingga melupakan waktu dan menimbulkan hal negatif seperti melupakan kewajiban dan terganggu pola tidur. Faktor yang mempengaruhi adiksi game online motivasi dan dukungan sosial teman sebaya, motivasi yang tinggi bisa dari diri sendiri dan lingkungan akan mempengaruhi adiksi seseorang terhadap game online. Tujuan dari penelitian ini untuk mengetahui hubungan motivasi dan dukungan sosial dengan adiksi game online pada remaja. Penelitian ini merupakan penelitian dengan desain deskriptif analitik dengan pendekatan cross sectional. Sampel pada penelitian ini adalah siswa kelas 7 dan 8 SMP N 13 Padang yang bermain game online yang berjumlah 150 orang. Instrumen penelitian yang digunakan yaitu kuesioner adiksi game online (GASA), motivasi bermain game online¸ dan dukungan sosial teman sebaya (ISEL). Hasil penelitian menunjukkan 64,7% remaja yang mengalami adiksi game online, motivasi bermain game online tinggi pada remaja 66,7%, dan dukungan sosial teman sebaya yang tinggi 76,7%. Terdapat hubungan antara motivasi dengan adiksi game online dengan p value=0,000 (p<0,05), serta tidak ada hubungan dukungan sosial dengan adiksi game online dengan p value=0,450 (p<0,05). Disarankan kepada pihak sekolah untuk melakukan konseling terkait dampak game online pada guru dan meningkatkan kegiatan ekstrakulikuler juga untuk keperawatan jiwa disarankan untuk melakukan kegiatan berupa promosi dan preventif seperti melakukan konseling atau psikoedukasi pada keluarga serta anak terkait dengan dampak bermain game online. Kata Kunci : game online, motivasi, dukungan sosial, adiksi¸ psikososial, remaja Relationships Motivation Playing Online Games And Social Support Peers With Online Game Addiction Adolescents in SMPN Padang City ABSTRACT Online game addiction is now a global problem. Online game addiction will make the players cool to play online games to forget about time and give rise to negative things like forgetting its obligations and disturbed sleep patterns. Getting addicted to online game could ense from oneself and or being motivated and supported by peers. The purpose of this study is to determine the relationship between motivation and social support with online game addiction in adolescents. This study is a descriptive with cross sectional design. The samples of this studi include 7th and 8th grade students of SMPN 13 Padang the total sample are 150. The research instrument used questionnaire online game addiction (GASA), the motivation to play online games and social support peer (ISEL). The results showed 64.7% of adolescents who experience addiction online games, play online games high motivation in adolescents 66.7%, and peer social support high 76.7%. There is a relationship between motivation and addiction online games with p value = 0,000 (p<0,05), and no social support relationships with online gaming addiction with p value = 0.450 (p<0,05). It suggested to the school counseling online game-related impacts on teachers and increase extracurricular activities also for the soul of nursing are advised to carry out promotion and preventive activities such as counseling or psycho-education in family and child related to the impact of online gaming. Keywords: online games, motivation, social support, psychosocial addiction, teen
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Huang, 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.

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We applied uses and gratifications (U & G) theory to investigate how and why people satisfy their needs through playing games online. In this study, conducted with a group of young people aged from 11 to 18 years, we examined the relationships among the psychological traits of self-esteem and self-concept, their interpersonal relationships, and playing a Facebook game called Happy Farm. The results support the assumption in U & G theory that if a specific medium fulfills the expected gratifications initially sought, then individuals will have greater motivation to continue to use the medium. Male players had a significantly greater need for friendship than did females. We also found a positive association among use intensity, self-esteem, self-concept, and interpersonal relationships. Finally, the results showed that recreational motivation, recreational gratification, peer relationships, and caring are all strong predictors of adolescents' usage intensity.
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Lang, 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.

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This paper reports a study designed to investigate whether playing violent video games elicits the psychological conditions theoretically required for media use to cause aggressive behavior. Specifically, the study was designed to examine whether these games elicit desensitization, facilitation, and disinhibition. Thus, does physiological arousal in response to violent activity decrease over time during game play, and is there a difference between novice and experienced game players (as would be expected if desensitization had occurred)? Do players experience positive emotional states when actively engaged in virtual violent behavior (fighting and killing opponents) – a necessary condition for disinhibition? Do game players frame their motivations in terms of self-defense and game success, as would be necessary for facilitation to occur? The results showed that playing first-person shooters did elicit these requisite patterns of cognitive, physiological, and emotional states. Violent game play is a positive, arousing, present, dominant experience, as required for disinhibition and facilitation. Experienced game players are less aroused than less experienced game players (as required for desensitization). Further, during a game-playing session, exploring and searching for enemies become less arousing, while fighting and killing become more arousing over time (as required by desensitization and facilitation).
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He, 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.

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This article studies the motivations and behaviors of young people for playing online games. In this article, the authors used the quantitative methods research methodology to collect young people' game intention information. A survey was conducted to collect responses related to game behavior questions were completed by 82 college students. The discovery was that to a certain extent, personality traits can predict game behaviors. Individual factor, game feature factor, and social factor can affect players' game motivations. The results of this study are not only offering perspective into players' game motivations and behaviors from a different culture but also providing a good reference for game developers to design their future online game systems and services.
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Patzer, 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.

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Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.
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Arjoranta, 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.

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Background Digital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident technique (CIT) questionnaire. We analyzed the responses with applied thematic analysis with ATLAS.ti (ATLAS.ti Scientific Software Development GmbH) software. Results We discovered 8 types of behavior changes and 13 game features relevant to those behavior changes. The behavior changes included added activity in life, enhancing routines, exploration, increased physical activity, strengthening social bonds, lowering social barriers, increased positive emotional expression and self-treatment. The game features included reaching a higher level, catching new Pokémon, evolving new Pokémon, visiting PokéStops, exploring PokéStops, hatching eggs, fighting in gyms, collaborative fighting, exploiting special events, finding specific Pokémon, using items, Pokémon theme, and game location tied to physical location. The behavior changes were connected to specific game features, with game location tied to physical location and catching new Pokémon being the most common and connected to all behavior changes. Conclusions Our findings indicate that the surveyed players changed their behaviors while or after playing Pokémon GO. The respondents reported being more social, expressed more positive emotions, found more meaningfulness in their routines, and had increased motivation to explore their surroundings.
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Leonardou, 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.

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Learner motivation to self-improve is a crucial effectiveness factor in all modes and settings of learning. Game-based learning was long used for attracting and maintaining students’ interest especially in small ages, deploying means such as scoring, timing, scores of peers (i.e., hall of fame), etc. These techniques can provide recognition for high-scoring players, while also developing a sense of safe “distance” in the impersonal electronic environment for low-scoring players. In addition, constructive feedback on mistakes a player makes can contribute to avoiding similar mistakes in the future, thus achieving better performance in the game, while constructing valuable new knowledge when a knowledge gap is detected. This paper investigates an integrated approach to designing, implementing, and using an adaptive game for assessing and gradually improving multiplication skills. Student motivation is fostered by incorporating the Open Learner Model approach, which exposes part of the underlying user model to the students in a graphically simplified manner that is easily perceivable and offers a clear picture of student performance. In addition, the Open Learner Model is expanded with visualizations of social comparison information, where students can access the progress of anonymous peers and summative class scores for improving self-reflection and fostering self-regulated learning. This paper also presents the feedback received by the preliminary testing of the game and discusses the effect of assessing multiplication skills of primary school pupils using the adaptive game-based approach on increasing pupil motivation to self-improve.
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Noah, 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.

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We investigated the relationship between stress (specifically, sympathetic tone) and effective and efficient cooperation between partners using a cooperative version of a Tetris game as a model of limited resources in a shared environment. Participants were recruited from 2 distinct sociocultural orientations: individualism (Americans) and collectivism (Japanese). We compared the frequency domain of heart rate variability (HRV) and average scores on the short form of the Positive and Negative Affect Scale (I-PANAS-SF) for individuals and dyad partners. Japanese players cooperated more effectively and their scores on the positive subscale of the I-PANAS-SF for both self and partner were higher than those of American players. However, Japanese participants experienced more stress, as indicated by an increased low-to-high HRV frequency ratio. Our results suggest that sociocultural orientation affects the motivation to promote prosocial interactions that result in efficiency and effectiveness of cooperation.
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Foster, 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.

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Business needs to take advantage of Indonesian online gamers who are using online community to communicate and interact, when gamers share their reviews of game, for example, or when they post reviews of their purchases of virtual goods from online games. Using online community, gamers can do the trading with other members. The key is to share their experience with online games throughout the gamer’s journey.Players play an important role in the game market and have unique characteristics that respond differently to technology acceptance. In addition, a comprehensive review of the relevant literature on motivation for using Online Gamers Know-How Exchange shows that players are looking for recommendations from friends about the games they are interested in, through the social networking community and especially from their own communities.This paper analyzed the phenomenon of game-related industry involving motivation, opportunity, abilty and technology acceptance model in which organizations effectively raise the communication and know how above the gamers.Gamers from online community game taken as sample in Bandung City, West Java, Indonesia.Result shown that the two PEOU and PU were positively related to Online Gamers Know-How Exchange.
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Leonardou, 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.

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Educational games and digital game-based learning (DGBL) provide pupils interactive, engaging, intelligent, and motivating learning environments. According to research, digital games can support students’ learning and enhance their motivation to learn. Given the central role teachers play in the learning process, their perceptions of DGBL play a significant role in the usage and effectiveness of game-based learning. This paper presents the main findings of an online research on primary school teachers’ attitudes toward DGBL. Furthermore, the research investigates teachers’ opinions about the functionalities provided by the implemented Multiplication Game (MG) and the newly incorporated teacher dashboard. The MG is an assessment and skills improvement tool that integrates an adaptation mechanism that identifies student weaknesses on the multiplication tables and in its latest version also supports a strong social parameter. Students can be informed about their own progress as well as the progress of their peers in an effort to examine if social interaction or competition can increase players’ motivation, which is a subject that raised some concerns in the teaching community. The paper describes the functional options offered by the MG dashboard and documents the outcomes of an online survey conducted with the participation of 182 primary school teachers. The survey indicated the potential usefulness of MG and the benefits it can offer as a learning tool to improve pupil multiplication skills and help teachers identify individual pupil skills and difficulties and adapt their teaching accordingly. The analysis applied has found a correlation between teachers’ perceptions about MG and their view on using digital games in general.
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Riel, 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.

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Educational simulations often require players to maintain a high degree of engagement for play in the simulation to continue. Student motivation and engagement is tied to affective factors, such as interest and self-efficacy. As such, game designs and teachers who implement them should promote student interest and self-efficacy in play. In this study, a responsive online professional development (ROPD) program was provided to teachers as they implemented a multi-classroom socio-scientific simulation game for middle school social studies classrooms called GlobalEd 2. A series of ANOVAs revealed that student affect toward the game and its content, including student interest and self-efficacy, was highest when their teachers likewise had a high degree of participation in the ROPD program. This evidence demonstrates the importance that ongoing implementation supports can have in classroom-based simulations and serious games and the benefits of ROPD in furthering the impact of simulation games.
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Ellis, 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.

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Background Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. Objective The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. Methods A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. Results We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. Conclusions AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.
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Kashif, 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.

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Purpose The purpose of this paper is to investigate the effect of patriotism, nostalgia, drama and excitement of the game, and interest in star players to predict fans’ intentions to follow one-day cricket in near future. Furthermore, social influence is positioned as a moderator to enrich the understanding of fans’ motives to follow one-day cricket. Design/methodology/approach The data are collected by means of a cross-sectional survey conducted among 609 university students enroled in Pakistani and Sri Lankan universities. The collected data are analysed by employing a structural equation modelling procedures to reach meaningful conclusions. Findings The variables of patriotism, nostalgic associations, excitement and drama of the game, and interest in star players are found to positively relate to the fans’ intentions to follow one-day cricket in near future. However, the moderating effects of social influence only moderated with interest in star players, which has practical and theoretical implications. Originality/value The study is an original contribution to the field of sports marketing. The proposed relationships are based on social identity theory paradigm. Furthermore, the moderating effects of social influence and a multi-country data are unique to this study. Finally, in previous studies, football fans’ motivation and test-match cricket fans’ motivations are studied, hence one-day cricket as a context is also unique to this study.
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García-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.

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Electronic sports (eSports) are a category of video games that are played competitively following rules, either in teams or individually. Currently, the top videogame is League of Legends (LoL), a game in the genre known as Multiplayer Online Battle Arena (MOBA) with more than 100 million monthly active players worldwide. Re­search has shown that video games can satisfy basic psychological needs and be experienced as a passion, and that passion is a useful construct to help understand the different motivational patterns of video game use. In addition, no relevant studies have been found with professional players. There­fore, the objective of this study is to explore whether knowledge of the degree of frustration of gamers’ basic psy­chological needs in everyday life, users’ passion and their motives to play makes it possible to distinguish between types of players (amateurs or semi-professionals). The participants were 195 Spanish-speaking LoL players (156 amateurs and 39 semi-profes­sionals) who were passionate about LoL. The results indicate that the game is most often played for competitive, social and exploration reasons. As for passion, players play more out of harmonious passion than out of obsessive passion, the latter being associated with the frustration of basic psychological needs. As a whole, being younger, less motivated by the plot of the game, having greater motivation to improve mental abilities, and spending more hours playing are predictors of the type of player (semi-professional). It is concluded that eSports players are not characterized as obsessed or frustrated people, and that the use of videogames is not necessarily harmful.Los deportes electrónicos (eSports) son un conjunto de videojuegos que se juegan de manera competitiva siguiendo unas reglas, ya sea por equipos o en solitario. Actualmente, el videojuego por excelencia es el League of Legends (LoL), del género Mul­tiplayer Online Battle Arena (MOBA), con más de 100 millones de jugadores mensuales activos a nivel mundial. La investigación ha demostrado que los videojuegos pueden satisfacer necesidades psicológicas básicas y ser vividos como una pasión, y que la pasión es un constructo útil para ayudar a comprender los diferentes patrones motivacionales del uso del videojuego. Además, no se han encontrado estudios relevantes con jugadores profesionales. Así pues, el objetivo de este estudio es explorar si la frustración de las necesidades psicológicas básicas en la vida cotidiana, la pasión y los motivos de juego permiten diferenciar el tipo de jugador (amateur y semi-profesional). Los participantes fueron 195 jugadores de LoL (156 amateurs y 39 semi-profesionales) castellano-hablantes y apasionados al LoL. Los resultados indican que el uso predominante del juego son los motivos competitivos, sociales y de exploración. En cuanto a la pasión, los jugadores juegan más por pasión armoniosa que por pasión obsesiva, siendo esta última junto con la frustración de las necesidades psicológicas básicas las más bajas. En conjunto, tener menor edad, una menor motivación por la historia del juego, una mayor motivación por mejorar las capacidades mentales, y dedicar más horas de juego por semana son predictores del tipo de jugador (semi-profesional). Se concluye que los jugadores de eSports no se caracterizan por ser personas obsesivas o frustradas, y que el uso del videojuego no es necesariamente perjudicial.
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Eladhari, 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.

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This article discusses how components in a game world can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi-player online (MMO) proto- type where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventure and role-playing games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centred on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system where tactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflec- tions of persons they had complicated relationships with in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, “Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.
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Kastenmüller, 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.

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Three studies were performed to investigate how identification with an exergame character increases motivation to perform physical activity and, in turn, actual physical activity. Study 1 showed that the extent to which players identified with their game character positively correlated with motivation to perform physical activity. Study 2 indicated that participants who were asked to write down similarities (high identification) compared with differences (low identification) between themselves and their exergame character strengthened their motivation to perform physical activity. Study 3 suggested that playing with a game character that looked similar to one’s own appearance (vs. controls) was accompanied by increased motivation to perform physical activity and a higher level of actual physical activity 1 week later. The level of physical activity required by an exergame had no significant influence on our results.
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Park, 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.

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A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.
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Zhang, 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.

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Abstract Social comparison is a common behavior that largely determines people’s experience of decision outcome. Previous research has showed that interpersonal relationship plays a pivotal role in social comparison. In the current study, we investigated whether the manipulation of context-based relationship would affect participants’ comparison of self-outcome and other-outcome. Participants first finished a trust game with likeable (dislikeable) partner and then they were involved in a gambling task and observed the outcomes for themselves and for partners. According to self-reports, participants were more satisfied with likeable partner’s gains than losses only when they received gains, but they were always more satisfied with dislikeable player’s losses compared to gains. Event-related potentials including the feedback-related negativity (FRN), P3 and late positive component (LPC) were sensitive to context-based relationship. Specifically, the prediction error signal (indexed by the FRN) was largest when participants received losses but dislikeable player received gains. Meanwhile, the P3 indicates that participants had stronger motivation to outperform dislikeable player. Finally, the LPC was larger when participants received the same outcomes with dislikeable players. In general, our results support the key point of the self-evaluation maintenance model that personal closeness modulates subjective sensitivity when drawing a comparison of one’s outcomes with other’s outcomes.
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Hsiao, 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.

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Purpose Although location-based augmented reality (AR) games are popular in recent years, the motivation of in-app purchases still needs further investigation. The purpose of this paper is to investigate the antecedents of the intention to make a purchase in location-based AR games. Design/methodology/approach This research develops a conceptual model and hypotheses based on the theory of perceived values and satisfaction to investigate the antecedents. An online questionnaire was developed and distributed on popular websites to collect data, and 662 usable responses were collected from the players of Pokémon Go in Taiwan. Findings In total, 22 hypotheses were validated by using partial least squares techniques. Among the antecedents of in-app purchases intention in the model, the perceived value and satisfaction were found to have strong direct effects. The antecedents of the perceived value (flow, design aesthetic, social self-expression and good price) have direct influences on the perceived value of all players. Design aesthetic, reward and the perceived value were found to have a direct impact on all players’ satisfaction. Moreover, the differences between paying users and non-paying users were discussed and verified. Originality/value The model demonstrated relatively good explanatory power for purchase intention in the context of location-based AR game. The proposed model can provide insights to location-based AR game developers to design their games and marketing strategies.
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Budiman, 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.

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ABSTRACT Playing video games is basically an activity where it must have an stimulus energy which is commonly referred to as motivation. Without motivation, player will not be interested in playing a video game with a long duration. The Harvest Moon Back to Nature video game as a video game that was quite successful, which made the video game a legendary video game for the audience's audience as early as 1997. Harvest Moon Back to Nature looks so strong in representating about social life of rural communities, especially one who works as a farmer. It creates interest which in turn encourages researchers to know more about how motivation for human needs is presented by the Harvest Moon Back to Nature video game. This research fundamentally use interpretative analytical descriptive method with narrative approach. Using a view from ERG theory Clayton Alderfer, which according to him motivation is related to basic human needs which consist of existence needs, relatedness needs, and growth needs. In increasing one's motivation, the three basic human needs must be fulfilled wherever possible. From the results of the research conducted using these instruments, it can be concluded that the power of motivation has been presented in the Harvest Moon Back to Nature video game from the fulfillment of existence needs, relatedness needs, and growth needs, both in the context events of farming, raising, and in carrying out other events.Keywords : motivation, existence needs, relatedness needs, and growth needs.
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McKenna, 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.

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To prevent the spread of infection during matches and training activities is a major challenge facing all sports returning from the enforced COVID-19 shutdown. During training and matches, rugby league players make contact with others which can result in SARS-CoV-2 virus transmission. While these interactions characterise the appeal of the game, a number of them can be avoided, including shaking hands and conversing after the match. This paper presents a framework underpinned by behavioural science (capability, opportunity, motivation and behaviour model, COM-B) to support stakeholders in helping players adopt new social distance norms and behaviours. This framework helps to ensure the players have the capability, opportunity, and motivation to adopt new COVID-19 risk minimising behaviours, which they will need to commit to 100%.
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Jiang, 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.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
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Xu, 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.

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Abstract Background While the neuropeptide oxytocin can facilitate empathy and altruistic behavior, it may also promote self-serving tendencies in some contexts, and it remains unclear if it would increase altruistic or self-interest behaviors when they compete within a social situation. Methods The current between-subject, double-blind, placebo-controlled fMRI study investigated the effect of intranasal oxytocin on empathy for social exclusion using a modified online ball-tossing game that incorporated monetary rewards and the potential to display both altruistic and self-interest behaviors. Results Results showed that when subjects in both oxytocin and placebo groups were observing a player being excluded (victim) by other players in the game, there was activation in the mentalizing network. When subjects then played both with the victim and the players who had excluded them, they threw more balls to the victim player, indicative of an altruistic response. However, subjects in the oxytocin group threw more balls to the excluder players indicative of greater self-interest, since the latter would be perceived as more likely to reciprocate to maximize financial gain. This behavioral effect of oxytocin was associated with greater medial orbitofrontal cortex activation when playing with the excluders and negatively correlated with trait-altruism scores. Conclusions Overall, our findings suggest that in the context of competing motivations for exhibiting altruistic or self-interest behavior, oxytocin enhanced self-interest and this was associated with greater activation in frontal reward areas.
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Stefany, 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.

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The development of online games is growing, so many companies try to create new games. To develop competitiveness, it takes an extra service to its customers. Before providing services, the provider of online games should know what players’ motivation to buy online games and virtual goods. This action is very useful to increase the provider’s competitiveness. The research was conducted with the case of online games where the respondents were located in Jakarta region and their age levels were between 15–24 years. There were 186 respondents of which 30 respondents were as to pilot test and 156 respondents for the actual test. Data processing used the Structure Equation Model (SEM) measurement variables which consist of effort expectancy, performance expectancy, perceived value, enjoyment story, enjoyment length, graphic enjoyment, enjoyment control, customization, purchase intention, and actual purchase behavior. The results show that the motivational factors influencing purchase intentions are perceived value, enjoyment story, length enjoyment, enjoyment control, and customization, while significant effect is indicated on purchase intention and actual purchase behavior.
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Gabbiadini, 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.

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Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar. A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-esteem enhancement, optimal distinctiveness, and uncertainty reduction. Additionally, considering previous research on MMORPGs, we added identification with the game character and membership duration as further predictors of virtual group identification. The construct of virtual group identification was analyzed at two levels: identification with the faction and guild of the character. Furthermore, the current study was a first attempt to understand whether online identification may lead to group behavior such as evaluative ingroup bias. Our results indicated that traditional motivational theories of social identity were mostly confirmed. Moreover, identification with the avatar emerged as a strong predictor of group identity. Additionally, at both levels of analysis, group attachment led to an evaluative differentiation between the ingroup and outgroup. The findings are discussed in light of modern theories of social identity and media research.
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Bohdan, 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.

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Relevance of the research topic. A study of player behavior can answer a large number of questions related to motivation and driving forces of negotiators. Particularly acute is the problem of understanding the minimum expectations of the negotiating parties, the willingness to accept worse conditions compared to the counterparty. An important role has the perception of "fairness" in the behavior of players. Understanding these mechanisms will increase the level of social development by increasing the effectiveness of negotiations and coherence of the participant’s behavior. Formulation of the problem. We have summarized and systematized the results of previous research on the influence of various factors on the behavior of players and, as a consequence, on the results of the Ultimatum game. In particular, the influence of the following factors was studied: the amount of money that will be distributed among the players; anonymity and the possibility of punishing the counterparty. Analysis of recent research and publications. There are a large number of publications on the behavior of players in the Ultimatum game, which explore the role of changing factors and their impact on the results of the game. A great contribution to the study of the Ultimatum game have made the works of Güth et al. (1982), G. Bolton and R. Zwick (1995), S. Andersen et al. (2011) and R. Slonim and E. Roth (1998). The purpose and the objectives of the study. The purpose of the study is to substantiate, to generalize, as well as to compare the empirical results of the Ultimatum game to the theoretical results according to classical economic theory. The objectives of the article are to study the influence of factors of anonymity, punishment, and stake size on the behavior of the players. Research methodology. Classical economic theory and behavioral economics constitute the methodological basis for this study. Methods of comparison, analysis and synthesis, induction and deduction are used. Presentation of the main material (results of work). The Ultimatum game, its possible results according to the classical economic theory, its empirical results, revealed by Güthet al. (1982) are studied. Also, the influence of the following factors is surveyed: the amount of money that should be distributed among the players, anonymity and the possibility of punishing the counterparty. Field of application of results. The results of the study can be applied in management, public administration, economics, capital markets. Conclusions according to the article. The stake size, anonymity, and punishment have a decisive influence on the behavior of players in the Ultimatum game. The study demonstrates a significant effect of the relative size of the stake compared to the absolute size offered to game participants. Anonymity has a significant but less noticeable effect on the outcome of the game, compared to the possibility of the second player punishing the first for, in his opinion, an unfair offer. In the complete absence of the possibility of punishment, the behavior of players approaches the theoretical economic theory.
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Catalán, 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.

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Interpersonal rehabilitation games, compared to single-player games, enhance motivation and intensity level. Usually, it is complicated to restrict the use of the system to pairs of impaired patients who have a similar skill level. Thus, such games must be dynamically adapted. Difficulty-adaptation algorithms are usually based only on performance parameters. In this way, the patient’s condition cannot be considered when adapting the game. Introducing physiological reactions could help to improve decision-making. However, it is difficult to control how social interaction influences physiological reactions, making it difficult to interpret physiological responses. This article aimed to explore the changes in physiological responses due to the social interaction of a competitive game modality. This pilot study involved ten unimpaired participants (five pairs). We defined different therapy sessions: (i) a session without a competitor; (ii) two sessions with a virtual competitor with different difficulty levels; (iii) a competitive game. Results showed a difference in the physiological response in the competitive mode concerning single-player mode only due to the interpersonal game modality. In addition, feedback from participants suggested that it was necessary to keep a certain difficulty level to make the activity more challenging, and therefore be more engaging and rewarding.
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Postigo 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.

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The overwhelming growth of the eSport industry in different countries and the possibility of playing online these videogames have allowed Spanish players to communicate with players from other countries that speak a different language, creating a new learning context. In this case study, we wanted to analyse how the process of language learning occurs in the eSport context through a qualitative research design. For that purpose, we used observations, analysis of the oral output during gaming, interviews with players and organization team in an amateur league and assessment of their communicative skills. The results show the importance of the communication in the interaction with the community and the team, the influence of the social context and inside the game and the intrinsic motivation due to the use value of learning in a pluricultural and competitive context.
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Correia, 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.

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The purpose of this article is to investigate the motivations behind golf demand in the Algarve — one of Europe's most popular golf destinations. The research is based on the results of a survey on the golf demand of Algarve's golf courses, held in 2002. In order to identify the main motives behind golf demand in the region, a principal components analysis was performed. Four main choice factors were identified to explain the selection of Algarve's golf courses. The first was designated social environment and is associated with motives such as events and beaches. The second, leisure, is related to restaurants and bars, landscape, weather and accommodation. The third, entitled golf, is directly related to characteristics of courses. The fourth, logistics, is associated with variables such as price and accessibility. It is also found, through a cluster analysis that the choice factors can be associated with three market segments: the tourist golfer, who is mostly concerned with the golf courses and the game; the householder golfer, essentially centred on accommodation, gastronomy, landscape, weather, price and accessibility; and finally, the sun-beach tourist, who is mostly interested in tourist opportunities.
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42

Ghazali, 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.

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Purpose The purpose of this paper is to identify the determinants of players’ continuance intentions to play Pokémon GO (PG) and ultimately make in-app purchases, mainly from the perspectives of psychological, social and gaming motivational factors. Design/methodology/approach The research model was empirically assessed based on 362 validated responses from current players of PG in Malaysia. Analysis was carried out using the partial least squares path modeling method. Findings The results indicated that enjoyment, network externalities, community involvement and the need-to-collect significantly influence players’ continuance intention. Furthermore, the findings reveal that flow and nostalgia have indirect effects on players’ continuance intention, which in turn significantly influences their purchase intention. Originality/value This study provides empirical support for an integrated model for understanding the antecedents of the players’ behavioral intentions that incorporates psychological, social and gaming motivational factors in the context of an augmented reality mobile game.
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43

Moskalets, 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.

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The essential psychological properties of any activity are in its motivation and, consequently, in the goals that direct the subject to it as to a means of achieving them. The core of game activity motivation (game) are positively colored emotional experiences that actually arise in a person (consolation from excitement, spiritual uplift, etc.). Acquisition and use of material goods and / or social benefits do not appear to be its defining motives. And the game does not belong to the future or the past, but only to the present – to its very own course “here and now”. However, such motivational foundation is inherent not only to the game, but also to some other activities. The so-called game means used by other activities are divided into two types – educational-developmental (training, role, business, etc.) and psycho-correctional. In a subject who seeks to use such means effectively should dominate a motivation that corresponds to their purpose. Differentia specifiс of game activity is a creation of purely game pretended situations. Namely, this property is the predicate-discourse basis of the denotation of the term “game”. It is from “pretendness” that those connotative meanings of it and other associations are formed, which create definitive relativism in the semantic field of game activity. A notable condition of the played situations are the rules that provide the game order, while deviations from this order spoil and devalue the game. Like taboos and imperatives of all forms of regulation, the rules of the game do not allow and require self-restraint, which does not stimulate positively colored emotional reactions, because they limit the freedom of action. However, the subject accepts these rules voluntarily and gladly follows them, experiencing “courage” and demonstrating his mental and physical abilities (intelligence, agility, etc.), especially when his game impresses with skill, beauty, and admiration. It is noted that dizzying and amusing situations are essentially not games, but actually entertainment. It is claimed that the game itself and the game content of other activities contain a very noticeable developmental-educational potential, contributing to the successful mastering knowledge, skills, abilities and competencies by a person. First of all, we talk about such teaching methods as business and role-playing games, military training maneuvers, the specialists’ activity in special conditions. At the same time, game psycho-correctional methods, captivating each participant with their game content are designed to help him get rid of the consequences of mental traumas he suffered in life, or “slow down” in his psyche positive, but depressed, inhibited, properties. Therefore, the consolation, the pleasure of such self-purification is the psychological filling of the game content of these techniques. In addition, it is proved that the game develops aesthetic sensitivity – the ability to perceive beauty and enjoy it through the mediation of system, order, harmony and other aesthetic properties. Thus, the game is not only the absence of internal coercion, but also freedom of spirit, the release of mental energy. For example, the subject is immersed into virtual freedom of spirit both during creation and in the situation of perception of art, which pleases and attracts him by this very process. Anyway, a person is amused (“encouraged”) by his living spirit, the ability of his spirituality in empathic responses to artistic images. This basic content of motivation of artistic-aesthetic activity is semantically related to the game motivation. It is argued that the game and religion have similar properties: pretended situations, obligatory conditionalities, positive emotional coloring of the action process. However, this assimilation is the result of a purely theoretical understanding, while the full picture of the existence of the game is much more complex.
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44

Bilińska-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.

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A spiking interest in customer’s value co-creation may be observed lately, especially in the gaming industry. The general purpose of this study is to identify the customers’ inclination to perform game modding as a manner of value co-creation which benefits both companies and other game users. The current knowledge regarding the factors determining this behaviour is, relatively speaking, weak. The authors conducted qualitative research in the forms of in-depth interviews and focus groups with Polish game players (including mod users and mod creators). This study provides evidence for the peculiar motives of the customers performing different levels of engagement: mod users are driven by game enjoyment, focusing on the motives and social affiliation of multiplayer groups, while mod creators are mainly motivated by the enjoyment of creation, pride, creativity, and epistemic curiosity; engagement and social affiliation are received by mod creators with unique talents. The paper provides tentative evidence for specific customers’ motivations to co-create, which benefits both companies (game developers) and other game users. The players are perceived as an inseparable part of the gaming industry, who deliver extra value to the market through game modding activities. The paper provides useful, executable guidance on how to encourage and support players to engage in value co-creation in virtual words. The study may enrich our understanding of customers’ inclinations on both theoretical and empirical levels, showing some of the motivations both to use and create mods. In comparison to previous research, mod creators and mod users were researched separately in this study, and thus a distinction of their different sets of motives was enabled. Both practitioners and researchers may find what is uncovered in the paper engrossing.
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45

Ibánez, 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.

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The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best through movement (compared to audio and vision). For younger students, motion interfaces can stimulate development of motor skills and let students be physically active during the school day. In this article, an evaluation is presented of a Kinect educational game where students learn to recycle using body gestures. The focus of the evaluation was to investigate potential advantages using gesture-interfaces in educational games, how the game affected the students' engagement, motivation and learning, and if there were any social preferences for playing the game. The results show that elementary school students get highly motivated and engaged playing a Kinect recycling game. The students also report that they learn from playing this game and prefer such game-based learning to traditional lectures. Finally, the students preferred playing this game as a multi-player game, where the boys preferred to play competitive while the girls preferred playing collaboratively.
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46

Marinova, 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.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.
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Gråstén, 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.

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The present study examined the associations and development of motivational climate, achievement goals, and physical functional skills in young floorball players, as simultaneous antecedents and outcomes of achievement goals and the game of floorball warrant further studies. A total of 283 male players with a mean age of 11.49 (±.27) years in the beginning of the data collection were followed across two measurement phases, separated by a 12-month interval. Players completed physical functional skill tests and self-report questionnaires. The findings showed that the perceptions of task-involving coaching practices that encourage learning and effort over competition were moderately related with mastery-approach, whereas perceptions of ego-involving climate were moderately linked with performance-approach and performance-avoidance. Higher mastery-avoidance was also linked with weaker aerobic endurance. Finally, performance-approach, mastery-approach, performance-avoidance, running speed, aerobic endurance, and lower limb strength improved over time. To reduce negative perceptions of mastery-avoidance and develop young floorball players’ physical functional skills, it could be important that coaches promote appealing aerobic endurance activities. For instance, by providing opportunities to design or lead an activity or through formulating options representing a wide range of endurance training activities, especially among players with higher perceptions of mastery-avoidance.
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48

Czuchry, 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.

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We have developed a pedagogical game called Downward Spiral that illuminates the dangers associated with continued drug use (including alcohol). The game provides facts, quotes, and episodic consequences that can adversely affect each player's mental and physical health, social support, and financial/legal situation over the course of the game. The conceptual and empirical foundations of the game (both a college prevention version and substance abuse treatment version) are discussed. Pilot studies with college students and residents at a substance abuse treatment facility for probationers indicate that Downward Spiral is engaging, informative, and thought provoking. Plans for examining the impact of this game as a preventive technique (for the college setting) and as an approach to increasing motivation for substance abuse treatment are described.
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49

Bueno, 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.

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Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on Uses and Gratifications Theory for the adoption of augmented reality mobile games. The present study examines the case of Pokémon Go. The model is composed of eight constructs: enjoyment, fantasy, escapism, social interaction, social presence, achievement, self-presentation and continuance intention. The SEM model was empirically assessed based on 1183 responses from Pokémon Go users around the world. Results clearly confirmed the positive influence of almost all the proposed constructs on continuance intention for Pokémon Go. First, these findings may be helpful for the online gaming industry in identifying the game functions that retain more gamers and improve the user experience. Second, the online gaming industry might use these results in order to classify those players with behaviours that favour the use of online games.
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50

Hurych, 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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This article focuses on the phenomenon of gamification in the context of the philosophy of sport. Gamification is usually understood as a process of adding games or game-like elements to some activity in order to encourage participation. Gamification takes the techniques that game designers use to engage players and applies them to motivate people in different spheres of our lives.With the rapid development of cyber games and the penetrating everyday lives of many young people, gamification becomes an important issue for different fields of study. In economic discourse, it is often used as a business strategy. For pedagogy, it can present an educational method or teaching instrument, and psychologists examine gamification as a motivational method.In the context of sports, gamification provides a possibility for various empirical sociological studies. However, the sociological investigations could be supported by studies of philosophical backgrounds of gamification applied in the field of sports. Some authors speak about the concept of meaningful gamification. They are mostly explained more from psychological positions (exploring the theories of motivation etc.) than from the philosophical ones.Virtuality and the virtual worlds connected with cyberspace (from which gamification comes) are often understood as the opposite of reality (or escape from reality). Thus, it could be taken as something inauthentic. Badges and points present "pure" instruments that could strengthen the instrumental approach to the world. However, is it as simple?In the philosophical discourse, we could examine gamification from a range of different positions. This article assesses two possible ways in terms of how to describe and discuss gamification in the philosophical discourse. One is the topic of game and play based on the work of Johan Huizinga. The other is the concept of authenticity and instrumentality based on Martin Heidegger, Jan Patočka, and Hans-Georg Gadamer.It appears probable that gamification in sport is rapidly spreading, and it will be examined within different empirical studies more and more. This article argues that this phenomenon is also as an interesting topic for the philosophy of sport.
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