The Impact of Parenting, Online Game Usage, and Peer Interaction to Elementary School Students' Academic Achievement DOI Creative Commons

Jefryadi Jefryadi,

Lilis Setiawati,

Lusi Fatmita AS

и другие.

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

Язык: Английский

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

Jiwoo Jeong

и другие.

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.

Язык: Английский

Процитировано

8

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

и другие.

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.

Язык: Английский

Процитировано

7

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, 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.

Язык: Английский

Процитировано

1

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

Jin‐Rong Yeh,

Gen‐Yih Liao

и другие.

Decision Support Systems, Год журнала: 2024, Номер 181, С. 114207 - 114207

Опубликована: Март 8, 2024

Язык: Английский

Процитировано

6

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

Technology in Society, Год журнала: 2025, Номер unknown, С. 102840 - 102840

Опубликована: Фев. 1, 2025

Процитировано

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, 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.

Язык: Английский

Процитировано

0

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

Behaviour and Information Technology, Год журнала: 2025, Номер unknown, С. 1 - 16

Опубликована: Апрель 19, 2025

Язык: Английский

Процитировано

0

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

и другие.

European Journal of Information Systems, Год журнала: 2025, Номер unknown, С. 1 - 19

Опубликована: Май 5, 2025

Язык: Английский

Процитировано

0

Modeling Mobile Game Design Features Through Grounded Theory: Key Factors Influencing User Behavior DOI Creative Commons
Chang Ma,

Jingbo Shao

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.

Язык: Английский

Процитировано

0

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

и другие.

Опубликована: Сен. 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.

Язык: Английский

Процитировано

6