Linking gamers’ competitive spirit and in-game impulse purchase: The need for popularity as a mediator and social competence as a moderator DOI
Hakan Cengiz, Arezoo Pouyan,

Hasan Azdemir

et al.

Computers in Human Behavior, Journal Year: 2024, Volume and Issue: unknown, P. 108479 - 108479

Published: Oct. 1, 2024

Language: Английский

Effect of integrating gamified teaching activities on learning emotions of design students with different learning styles DOI
Yi-Ting Huang, Tzu‐Hsuan Wang

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

1

Metaverse gaming: analyzing the impact of self-expression, achievement, social interaction, violence, and difficulty DOI
Hyeon Jo, Sun Park,

Jiwoo Jeong

et al.

Behaviour 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

7

The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences DOI Creative Commons
Nick Ballou, Alena Denisova, Richard M. Ryan

et al.

International 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

6

How does escapism foster game experience and game use? DOI
Tzu‐Ling Huang,

Jin‐Rong Yeh,

Gen‐Yih Liao

et al.

Decision Support Systems, Journal Year: 2024, Volume and Issue: 181, P. 114207 - 114207

Published: March 8, 2024

Language: Английский

Citations

5

Designing engagement: Exploring affordances in freemium digital games DOI
H Park

Technology in Society, Journal Year: 2025, Volume and Issue: unknown, P. 102840 - 102840

Published: Feb. 1, 2025

Citations

0

Design of an in-game economic system based on virtual currency and its impact on player behavior DOI Open Access

Ziqing Lin

Applied 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

0

When game design backfires: unintended consequences on psychological needs DOI
Ha Eun Park, Sheau Fen Yap

Behaviour and Information Technology, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 16

Published: April 19, 2025

Language: Английский

Citations

0

Learning to be loyal: A schema theory perspective on game use DOI
Tzu‐Ling Huang, Gen‐Yih Liao, Hsin‐Yi Huang

et al.

European Journal of Information Systems, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 19

Published: May 5, 2025

Language: Английский

Citations

0

Knowledge Sharing Leads to Engagement During Covid-19 For Online Gamers DOI
Justin Paul, Mohsen Akbari, Subhra Rani Mondal

et al.

Information & Management, Journal Year: 2024, Volume and Issue: 61(4), P. 103948 - 103948

Published: March 30, 2024

Language: Английский

Citations

2

The Basic Needs in Games Scale (BANGS): A New Tool for Investigating Positive and Negative Video Game Experiences DOI Open Access
Nick Ballou, Alena Denisova, Richard M. Ryan

et al.

Published: 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