6,481 research outputs found

    Passion, craving, and affect in online gaming: Predicting how gamers feel when playing and when prevented from playing

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    According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: Harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to

    How self-esteem shapes our interactions with play technologies

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    The experience that results from video game play is shaped by the play environment, but also by various characteristics of the person playing. We investigated how player self-esteem predicts post-game motivation (enjoyment, effort, and tension), and conducted mediated regressions to show that players’ self-esteem alters post-play motivation by affecting how needs are satisfied during play. We also explored how self-esteem predicts post-play positive and negative affect and conducted mediated regressions to show how motivation partially mediates those effects. Our work suggests that players with different levels of self-esteem experience games differently; but more importantly, we provide an explanation of how these differences form by examining the mechanisms during games that ultimately contribute to player experience. Situating our results within theories of self, we discuss the importance of self-esteem for understanding player experience, describe the implications for games research, and consider how self-esteem shapes our interactions with play technologies

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    Passion and motivation for studying: Predicting academic engagement and burnout in university students

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    Research on the dualistic model of passion has investigated harmonious and obsessive passion in many domains. However, few studies have investigated passion for studying and the role passion for studying plays in student engagement and well-being. The present study investigated the relationships between harmonious and obsessive passion for studying and academic engagement (vigour, dedication and absorption) and burnout (exhaustion, cynicism and inefficacy) in 105 university students, controlling for the effects of autonomous and controlled motivation. Both harmonious and obsessive passion explained variance in academic engagement and burnout beyond autonomous and controlled motivation: harmonious passion predicted higher dedication and lower cynicism, obsessive passion predicted higher absorption, and both harmonious and obsessive passion predicted higher vigour and lower inefficacy. The findings suggest that passion for studying explains individual differences in students' academic engagement and burnout beyond autonomous and controlled motivation and thus deserves more attention from educational psychology. © 2011 Taylor & Francis

    An Exploration of Digital Sports Betting Cravings among Female Graphic Design Students

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    Digital sports betting has become increasingly prevalent among university students worldwide, including female graphic design students. Despite the growing concern about its impact on their academic performance, there is a lack of research that focuses on the phenomenon of digital sports betting cravings among female graphic design students. The topic is significant as it addresses a growing issue that affects the academic success and well-being of female graphic design students. Some students have resorted to deceiving their parents/guardians to obtain money for betting in hopes of winning enough to cover their daily expenses while at university. This study examined the extent of craving for online sports betting among female Graphic Design students and how it affects their academic performance. The research design combines qualitative and quantitative methods to gather vital data from respondents. The researchers used a questionnaire and interviews with 21 randomly selected female students to collect data. The interview section helped to uncover the motivations behind their betting habits and the impact on their academic success. The results showed that financial assistance to support their university education was the main reason female Graphic Design students participated in online sports betting. Additionally, some students started betting even before reaching the tertiary level. The findings of this study have important implications, highlighting the need for key stakeholders including university administrators, counsellors and policymakers to take action to address the issue and lessen the participation of female Graphic Design students in online sports betting. Keywords:Online Sports Betting, Graphic Design, Students, Academic Performance, Craving Behaviour, Digital DOI: 10.7176/JEP/14-8-05 Publication date:March 31st 202

    SCHEDULES OF REINFORCEMENT AND GAME EXPERIENCE

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    The objective of this paper is to better understand the incentives and rewards structure in online serious games for crowds. We address the issue of feedback mechanisms with a focus on the relationship between game behavior and accumulated game scores (points). We posit that the score keeping system design is likely to inform us regarding patterns of participation in games. Our question is: what is the theoretical basis for designing a solid scoring function that would motivate players in three ways: a. to start playing; b. to continue playing; c. to strive to win? This paper presents a serious game for a large user base (crowd) and highlights some aspects and benefits of using an online serious game for crowds to enhance knowledge sharing. Understanding game scores promises to offer interesting implications in various fields such as business, knowledge sharing, game design, collaborative design environments and education. Currently, this paper is conceptual; however, findings are expected before the MCIS conference

    Playing to Win: The Effects of Implementing Gamification Strategies in Product Marketing

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    Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take action on a product. Through an analysis of the effect of video game-inspired campaigns on economic variables, consumer insights, and design strategies, it is revealed that gamification results in increased reach and engagement from consumers. This paper demonstrates these effects through an analysis of an original A/B test that highlights the impact gamification imposes on product marketing strategies

    Videojugadores del League of Legends : el papel de la pasión en el uso abusivo y en el rendimiento

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    Los juegos Massively Multiplayer Online Role Playing Games (MMORPG) han suscitado preocupación por su potencial adictivo. Los Multiplayer Online Battle Arena (MOBA) son un nuevo género poco estudiado, pero que goza de gran popularidad, en el que prima el rendimiento por encima de la inmersión. El objetivo del presente estudio era explorar qué influencia tenía la pasión tanto en el rendimiento como en el uso abusivo a partir del Modelo Dual de la Pasión. Un total de 369 participantes completaron un cuestionario en línea que incluía usos abusivos y la Escala de la Pasión. A partir del alías del jugador se obtuvieron estadísticas de rendimiento. Los resultados muestran que la pasión armónica es un protector de sufrir consecuencias negativas de jugar. Por otro lado, la pasión obsesiva predice consecuencias negativas y el uso para la evasión. La pasión obsesiva también predice mejores resultados de rendimiento. Estos resultados sugieren que el tipo de pasión de los videojugadores es importante, ya que influye en la vulnerabilidad de sufrir conductas desadaptativas y en el rendimiento del jugadorThere is growing concern about the addictive potential of Massively Multiplayer Online Role Playing Games (MMORPG). The Multiplayer Online Battle Arena (MOBA) is a new genre, poorly studied but very popular, in which performance holds priority over immersion. The aim of the current study was to explore the influence of passion both on abuse and performance, using the dualistic model of passion. A total of 369 participants completed an online questionnaire that included problematic use and the Passion Scale. From players' nicknames, performance statistics were obtained. The results show that harmonious passion is a protector from negative consequences. On the other hand, obsessive passion predicts negative consequences and use of videogames for evasion. Obsessive passion also predicts better performance. These results suggest that distinguishing the two kinds of passion is important because they influence vulnerability to developing maladaptive behaviors and also players' performance
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