Bulletin of Counseling and Psychotherapy,
Год журнала:
2024,
Номер
6(2)
Опубликована: Сен. 21, 2024
This
research
explores
the
impact
of
parenting,
online
game
usage,
and
peer
interaction
on
elementary
school
(SD)
student’s
academic
achievement.
Various
factors
often
affect
achievement,
including
environment,
family,
digital
habits,
social
relationships.
With
development
technology
changing
dynamics
it
is
vital
to
understand
how
these
mutually
interact
development.
Type
descriptive
associative
explaining
extent
achievement
in
Lubuk
Linggau.
uses
a
sample
150
respondents
from
3000
students
Path
analysis
SPSS
program
process
data.
The
results
show
that
significantly
students'
However,
there
are
findings
parents
do
not
as
mediated
by
interactions.
These
must
implement
pattern-supportive
care
for
student
development,
limit
excessive
monitor
with
their
lives
ensure
positive
Behaviour and Information Technology,
Год журнала:
2024,
Номер
unknown, С. 1 - 15
Опубликована: Апрель 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.
International Journal of Human-Computer Studies,
Год журнала:
2024,
Номер
188, С. 103289 - 103289
Опубликована: Май 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.
Interactive Learning Environments,
Год журнала:
2025,
Номер
unknown, С. 1 - 21
Опубликована: Янв. 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.
Applied Mathematics and Nonlinear Sciences,
Год журнала:
2025,
Номер
10(1)
Опубликована: Янв. 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.
Journal of theoretical and applied electronic commerce research,
Год журнала:
2025,
Номер
20(2), С. 132 - 132
Опубликована: Июнь 5, 2025
The
mobile
gaming
industry
has
undergone
remarkable
expansion
alongside
advancements
in
and
information
technologies.
Facing
intensified
market
competition
due
to
user
number
saturation
product
homogeneity,
practitioners
require
actionable
insights
into
design
features
that
drive
engagement
in-game
payments.
This
study
employs
a
qualitative
research
approach
based
on
grounded
theory,
focusing
role-playing
games
as
the
subject.
Primary
data
were
collected
through
in-depth
interviews
focus
groups
with
professionals
users,
supplemented
by
online
textual
collection.
Utilizing
three-stage
coding
paradigm
of
theory
drawing
upon
emotional
this
constructs
dimensional
model
game
comprising
4
major
categories,
16
primary
characteristics,
41
specific
elements.
findings
provide
theoretical
support
for
understanding
how
influence
behaviors
while
offering
practical
optimizing
products.
contributes
both
academic
discourse
industrial
practice
systematically
identifying
categorizing
critical
elements
affect
games.
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.