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

и другие.

Computers in Human Behavior, Год журнала: 2024, Номер unknown, С. 108479 - 108479

Опубликована: Окт. 1, 2024

Язык: Английский

Factors affecting the aesthetic experiences in educational games: A qualitative investigation DOI Creative Commons

Fatemeh Jafarkhani,

Fatemeh Barani,

Khaled Nawaser

и другие.

Journal of Economy and Technology, Год журнала: 2024, Номер 2, С. 200 - 207

Опубликована: Июль 16, 2024

Aesthetics play a pivotal role in enriching the learning experience and are indispensable for fostering optimal educational environments. This study aims to identify factors that shape aesthetic experiences within gaming contexts. Employing qualitative methodology, data were scrutinized through inductive content analysis. A review of pertinent literature on elements from 1994 2022 yielded 250 selected resources. Subsequently, based purposive sampling, 108 sources analyzed. These systematically coded recorded table as key phrases pertaining components game aesthetics. In final phase, eight faculty members with expertise technology art, specializing games, evaluated influencing experiences. Their collective affirmed face validity identified factors. The findings revealed six significantly games. instrumental player immersion, they influence attention, visualization, emotional engagement. also highlight imperative designers developers incorporate these into future games enhance quality game-based learning.

Язык: Английский

Процитировано

2

What Influences Users’ Continuous Intention to Use Function-Oriented Systems: A Different Impact Mechanism for Patent Information Platforms DOI
Jingzhu Wei, Tongrui Zhang, Xiang Lu

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2024, Номер unknown, С. 1 - 23

Опубликована: Сен. 2, 2024

Patent information platforms have become crucial for innovators to stay informed about technological advancements. These platforms, distinguished by their function-oriented nature, differ significantly from traditional systems, highlighting the need research on user behavior impact. This study proposes a model investigate how information, system, and interface quality influence continuous use intention, with perceived pleasure needs satisfaction as mediators. A survey 468 users was conducted, followed regression structural equation modeling path mediation analyses. The findings indicate that system positive but distinct impacts satisfaction, while affects only pleasure. Needs mediates impact of whereas does not. introduces scenario into systems identifies unique paths quality. For these or intention is insignificant, establishing new context relevant pragmatism push–pull–mooring theories. Practical insights are provided managers improve efficiency enhance loyalty.

Язык: Английский

Процитировано

2

Personalization in educational gamification: Learners with different trait competitiveness benefit differently from rankings on leaderboards DOI
Jing Wang,

Shaoying Gong,

Yang Cao

и другие.

Computers & Education, Год журнала: 2024, Номер 225, С. 105196 - 105196

Опубликована: Ноя. 12, 2024

Язык: Английский

Процитировано

1

Linking Gamers’ Competitive Spirit and In-Game Impulse Purchase: The Need for Popularity as a Mediator and Social Competence as a Moderator DOI
Arezoo Pouyan, Hakan Cengiz,

Hasan Azdemir

и другие.

Опубликована: Янв. 1, 2024

Язык: Английский

Процитировано

0

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

Процитировано

0

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

и другие.

Computers in Human Behavior, Год журнала: 2024, Номер unknown, С. 108479 - 108479

Опубликована: Окт. 1, 2024

Язык: Английский

Процитировано

0