Computers in Human Behavior, Journal Year: 2024, Volume and Issue: unknown, P. 108479 - 108479
Published: Oct. 1, 2024
Language: Английский
Computers in Human Behavior, Journal Year: 2024, Volume and Issue: unknown, P. 108479 - 108479
Published: Oct. 1, 2024
Language: Английский
Interactive Learning Environments, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 21
Published: Jan. 2, 2025
Design students face heavy workloads and intensive projects. This not only results in sleep deprivation but also diminishes their self-confidence, thereby reducing learning motivation. Grounded self-determination theory (SDT), this study investigated how interactive game-based influenced students' emotional responses a sophomore "Storytelling Script Planning" elective course within Taiwanese design department, with an explicit focus on varying perceptual styles. Integrating the Classcraft platform, gamification elements such as points, badges, leaderboards, creative teacher-student discussions, industry-academic collaborative teaching, conducted three evaluations across one semester. The demonstrate that significantly boosted positive emotions effectively mitigated negative emotions, notably anxiety despair. Furthermore, sensory learners exhibited enhanced reactions during hands-on activities, while intuitive experienced substantial decrease through gamification. These findings offer new strategies for courses diverse educational backgrounds, general education narrative creativity, present solutions managing academic stress among university students. They underscore necessity to delve deeper into relationship between styles responses, offering crucial insights future practices.
Language: Английский
Citations
1Behaviour and Information Technology, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 15
Published: April 10, 2024
In the burgeoning landscape of metaverse gaming, understanding player behaviour and preferences is crucial for both academic practical applications. This study delves into dynamic realm exploring influence various factors on user satisfaction continuance intention. The primary purpose was to examine roles self-expression, challenge achievement, social interaction, violence catharsis, game difficulty in shaping experiences metaverse. Employing Partial Least Squares Structural Equation Modeling (PLS-SEM) as analytical method, analysed responses from 171 users. findings revealed intriguing patterns: while self-expression significantly impacts intention, it does not affect immediate satisfaction. Challenge achievement enhance but emphasizing complex relationship between these constructs. Social interaction emerged a critical factor positively influencing Contrary popular belief, catharsis did either or Additionally, increased found negatively impact Satisfaction shown drive These insights bear significant implications developers marketers, highlighting need nuanced design strategies that emphasize balanced challenges.
Language: Английский
Citations
7International Journal of Human-Computer Studies, Journal Year: 2024, Volume and Issue: 188, P. 103289 - 103289
Published: May 6, 2024
Players' basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs in research on what makes video games so engaging, how they might support or undermine user wellbeing. However, existing measures of have important limitations—they either do not measure need frustration, it a way that may be appropriate domain, struggle to capture feelings both single- multiplayer contexts, often lack validity evidence certain contexts (e.g., playtesting vs experience with as whole). In this paper, we report design validation new measure, Basic Needs Games Scale (BANGS), whose 6 subscales cover satisfaction frustration each gaming contexts. The scale was validated evaluated over five studies total 1246 unique participants. Results supported theorized structure provided discriminant, convergent criterion validity. also show performs well different (including evaluating experiences single game session across various sessions) time, supporting measurement invariance. Further improvements warranted, results indicated lower reliability autonomy subscale, surprising non-significant correlation between frustration. Despite these minor limitations, BANGS is reliable theoretically sound tool researchers degree domain previously available.
Language: Английский
Citations
6Decision Support Systems, Journal Year: 2024, Volume and Issue: 181, P. 114207 - 114207
Published: March 8, 2024
Language: Английский
Citations
5Technology in Society, Journal Year: 2025, Volume and Issue: unknown, P. 102840 - 102840
Published: Feb. 1, 2025
Citations
0Applied Mathematics and Nonlinear Sciences, Journal Year: 2025, Volume and Issue: 10(1)
Published: Jan. 1, 2025
Abstract The design of the in-game economic system is key to ensuring balance and sustainability game. In this paper, each virtual currency element in designed introduced detail, based on PIPE network, model within game designed. A multi-faceted recognition assessment research paper’s conducted through a questionnaire. It was applied five games analyze players’ behaviors, using regression models, behaviors were predicted system. Players’ overall high, with ratings ranging from 4.09 4.66. Under amount player’s income selling props higher than spent by buyers, such as Game 5, where difference between two $120.06. When players have sufficient currency, percentage time significantly higher. All factors different degrees positive influence spending behavior.
Language: Английский
Citations
0Behaviour and Information Technology, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 16
Published: April 19, 2025
Language: Английский
Citations
0European Journal of Information Systems, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 19
Published: May 5, 2025
Language: Английский
Citations
0Information & Management, Journal Year: 2024, Volume and Issue: 61(4), P. 103948 - 103948
Published: March 30, 2024
Language: Английский
Citations
2Published: Sept. 7, 2023
Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs in research on what makes video games so engaging, how they might support or undermine user wellbeing. However, existing measures of have important limitations—they either do not measure need frustration, it a way that may be appropriate domain, struggle to capture feelings both single- multiplayer contexts, often lack validity evidence certain contexts (e.g., playtesting vs experience with as whole). In this paper, we report design validation new measure, Basic Needs Games Scale (BANGS), whose 6 subscales cover satisfaction frustration each gaming contexts. The scale was validated evaluated over five studies total 1246 unique participants. Results supported theorized structure provided discriminant, convergent criterion validity. also show performs well different (including evaluating experiences single game session across various sessions) time, supporting measurement invariance. Together, BANGS is reliable theoretically sound tool researchers degree domain previously available.
Language: Английский
Citations
6