254,252 research outputs found

    PENGARUH KECANDUAN GAME ONLINE PADA PERUBAHAN SIKAP SOSIAL DAN SPIRITUAL MAHASISWA FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN UNIVERSITAS MATARAM

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    This research is motivated by the phenomenon of online games where many students become addicted to playing games. As a result of online game addiction, many students experience changes in their lives such as neglecting their obligations as students, namely being lazy to study, rarely going to class and often sleeping in class this is because they spend too much time playing online games. Students who are addicted to online games spend more time in the room, causing them to spend less time with people around them, such as with their family and friends. In addition, students who are addicted to online games become lazy to carry out religious orders such as worshiping God Almighty. The purpose of this study was to determine the effect of online game addiction on changes in social and spiritual attitudes of students of the Faculty of Teacher Training and Education, Mataram University. This research uses quantitative methods. The data collection techniques used were observation, documentation and questionnaire distribution. Respondents in this study were 38 people who met the 5 criteria of an online game addict: Salience, Mood modification, Tolerance, Conflict and Relapse. Data analysis techniques in this study used normality test, linearity test and manova hypothesis test. The results of this study are online game addiction has no influence on changes in social attitudes and spiritual attitudes of students of the Faculty of Kaguruan and Education Sciences, Mataram University. &nbsp

    PENGARUH KECANDUAN GAME ONLINE PADA PERUBAHAN SIKAP SOSIAL DAN SPIRITUAL MAHASISWA FAKULTAS KEGURUAN DAN ILMU PENDIDIKAN UNIVERSITAS MATARAM

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    This research is motivated by the phenomenon of online games where many students become addicted to playing games. As a result of online game addiction, many students experience changes in their lives such as neglecting their obligations as students, namely being lazy to study, rarely going to class and often sleeping in class this is because they spend too much time playing online games. Students who are addicted to online games spend more time in the room, causing them to spend less time with people around them, such as with their family and friends. In addition, students who are addicted to online games become lazy to carry out religious orders such as worshiping God Almighty. The purpose of this study was to determine the effect of online game addiction on changes in social and spiritual attitudes of students of the Faculty of Teacher Training and Education, Mataram University. This research uses quantitative methods. The data collection techniques used were observation, documentation and questionnaire distribution. Respondents in this study were 38 people who met the 5 criteria of an online game addict: Salience, Mood modification, Tolerance, Conflict and Relapse. Data analysis techniques in this study used normality test, linearity test and manova hypothesis test. The results of this study are online game addiction has no influence on changes in social attitudes and spiritual attitudes of students of the Faculty of Kaguruan and Education Sciences, Mataram University. &nbsp

    It's a team game: exploring factors that influence team experience

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    Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion differ between tabletop and online games? These issues become particularly important where the group dynamic is central to the desired outcome of the game e.g. educational games aiming to place the players in specific social situations. Four studies were conducted on four similar simulation games (two tabletop, two online) used for teaching in International Development Studies. These games explore farming in sub-Saharan Africa and require 12-30 players to play in small groups. The group dynamics are important for the learning outcomes. Similar groups of participants (all students of International Development Studies) played one game each. Each group played for 3 hours before completing a questionnaire about their experience and wrapping up with a full-group reflective discussion. Results from the two tabletop games suggested that, as expected, altering the rules of the game manipulated levels of team cohesion. However, the lack of significant result from the two online games suggests that careful design is required to achieve the same outcomes in the online environment. This suggests that seemingly small changes between tabletop and online implementations may impact the game play experience in unanticipated ways. The team cohesion reported by the players was found to correlate strongly with the team member satisfaction levels of the players. The gender composition of the teams was shown to have a large impact on both team cohesion and team member satisfaction: having one or more females in the group significantly increased both measures

    How online behaviour influence value formation in online services

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    Social interaction has grown to be an important part of the information systems. The so-called social component is present in many programs, let alone in videogames, where the social aspect has grown rapidly. Many game developers integrate different social interaction tools in online video games. These tools can be variable, most often being ways to discuss with others while playing the game. Social interaction can often be associated to a membership of certain social community. This can be anything from being composed of the whole player base of certain video game, to being just a small group of friends playing games. This study aims to find out if social interaction has any influence in value formation. Research will focus to the online video games, because these often incorporate social interaction as part of the gaming experience. Social interaction can be both positive and/or negative, and the goal is to find out using the value co-creation and co-destruction framework if players can co-create or co-destroy the value of an online video game through social interaction. Research results suggests social interaction is important regarding to value formation. Research data states that each research participant have spent more time with the game because of positive social experiences, while only one reported having stopped playing certain game because of negative social experience. Besides this one case, research data suggest negative social interaction is never the sole reason to stop playing the game. Usually there are other reasons influencing this as well.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    Investigating the Factors That Contribute to In-App Purchases in Online Gaming:The Stimulus-Organism-Response Model

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    Advancements in online payment mechanics has revolutionised the monetisation of online games. One such method known as In-App Purchases (IAPs) - small purchases of virtual goods for real world currencies, has become a popular method of increasing the profitability of online games. In-App Purchases are made only by small percentages of players in a game and the reasons influencing players to make In-App Purchases vary. Exploring the influencers of players online purchase intent in online games may assist game developers in increasing players’ willingness to make In-App Purchases. The monetisation mechanics of games and consumers’ willingness to make online purchases are an important focus in the online gaming industry when determining the profitability of a game. Thus, coming to understand the monetisation mechanics of a game and the way it influences consumers online purchase intent can be useful to game developers and marketers when developing new games. The purpose of this study was, thus, to assist both game developers and marketers in understanding the influencers of online purchase intent in online games, in order to better create and market more profitable online games. The Stimulus-Organism-Response (S-O-R) model was used to better understand InApp purchasing behavior, where Stimulus refers to game characteristics, Organism refers to gameplay experience that could lead to the Response resulting in Online Purchase Intent. The factors identified that contributed to this response include: Active Control, Reciprocal Communication, Social Identity, Skill and Challenge which constitute the Stimulus constructs of the S-O-R model; the factors which constitute Response include: Flow, Cognitive Involvement and Affective Involvement. The model was tested using an online survey and tested through the use of Partial Least Squares Structural Equation Modelling software. The results of the study provide support for the conceptual framework and indicate that Online Purchase Intent may be most influenced by the way players personally identify with a game, and how much of a challenge the game presents. The results also indicate that emotional involvement with a game has a significant positive influence on Online Purchase Intent and that online purchases may be impulse purchases. The findings of this study imply that game developers may be able to influence Online Purchase Intent by increasing the level challenge found in games. Additionally, marketers may be able to influence online purchases through the use of emotional appeals in game advertisements and by offering limited edition sales of InApp Purchases. Future research related to this study should explore which emotions are the greatest influencers of Online Purchase Intention, and how these emotions influence the willingness to make In-App Purchases

    Do Word Of Mouth And Advertising Messages On Social Networks Influence The Purchasing Behavior Of College Students?

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    Many online advertisers are exploring the use of Internet social networking to build brand awareness and loyalty. Social networking is particularly popular among the younger, 15-24 year- old generation, who is more computer savvy and spends more time on the Internet than adults. While this generation has substantial potential, they also represent a challenge to advertisers. This group is notoriously skeptical of being “advertised at.” They expect a more personal, interactive experience. The purpose of this research is to determine which types of social networks are used most by college students and what types of online marketing impact their purchasing choices. In carrying out this research, the following research questions were addressed: which social networks are used most by college students; do factors such as student and/or parent income, student age, classification, gender, marital status, or employment status influence use of social networks; do ads on social networks impact purchasing decisions; does advice from other users of social networks impact purchasing decisions; and do online games, scavenger hunts, and contests influence purchasing decisions? The research provides a better understanding of social network use and provides insight into effective online advertising to college students

    Cheating in online gaming spreads through observation and victimization

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    Antisocial behavior can be contagious, spreading from individual to individual and rippling through social networks. Moreover, it can spread not only through third-party influence from observation, just like innovations or individual behavior do, but also through direct experience, via “pay-it-forward” retaliation. Here, we distinguish between the effects of observation and victimization for the contagion of antisocial behavior by analyzing large-scale digital trace data. We study the spread of cheating in more than a million matches of an online multiplayer first-person shooter game, in which up to 100 players compete individually or in teams against strangers. We identify event sequences in which a player who observes or is killed by a certain number of cheaters starts cheating and evaluate the extent to which these sequences would appear if we preserve the team and interaction structure but assume alternative gameplay scenarios. The results reveal that social contagion is only likely to exist for those who both observe and experience cheating, suggesting that third-party influence and “pay-it-forward” reciprocity interact positively. In addition, the effect is present only for those who both observe and experience more than once, suggesting that cheating is more likely to spread after repeated or multi-source exposure. Approaching online games as models of social systems, we use the findings to discuss strategies for targeted interventions to stem the spread of cheating and antisocial behavior more generally in online communities, schools, organizations, and sports

    Understanding player experience in social digital games : the role of social presence

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    Including others in a playful activity fundamentally changes the concept of play into social play. This thesis focuses on social play in digital gaming. Previous studies have revealed the crucial part of social interaction in play, as the intrinsic need to belong seems to be the core motivation for engaging in such activities. Besides interacting with the game and focusing on the game content, gamers are confronted with emotions, behaviours, opinions and performances of others that can easily be perceived when playing side by side (co-located co-play). However, the widespread penetration of the Internet also allows for social play without the restriction of co-players having to be in the same room (mediated co-play). In online co-play settings a smaller amount of social information can be exchanged compared to co-located co-play. These settings therefore differ in the way gamers can interact with each other, which has an influence on how digital gaming is experienced. Focus groups, contextual inquiries, and four experimental studies were employed to uncover which aspects of social play in digital gaming make mediated and co-located co-play feel different. The first study was conducted to explore the motivations of gamers to physically meet others to play digital games, compared to meeting them online. Based on interpersonal communications, focus groups and contextual inquiries, findings revealed that the appeal of co-located above online co-play results from the sociable, warm, sensitive, personal and intimate interactions that are possible when playing side-byside. Furthermore, co-located co-play offers the possibility to experience social fun before and after game play, which often is not afforded in online co-play. The first lab experiment was conducted to empirically demonstrate to what extent player experience is influenced by the way co-players are present; e.g. as a virtual (human controlled), mediated or co-located co-player. Results on self-reports indicated that playing sidebyside significantly adds to the enjoyment and involvement in games compared to playing against a virtual (i.e. computer controlled) or distant co-player. These results could be explained by introducing the concept of social presence, which is defined as the feeling of being together with another individual. Results demonstrated that social presence mediated the enjoyment in social play. In the second and third lab experiment the possibilities for verbal and non-verbal interaction were manipulated between coplayers in co-located co-play. One experiment investigated this for competitive play; a the other for collaborative play. Self-reports showed that interactions through auditory cues positively influenced player experience. Interestingly, the presence of visual cues of one’s co-player had no significant influence on play. Observation data of players confirmed that audio cues (e.g., talking, laughing) were far more often used than visual cues (e.g., eye contact, making gestures); visual cues were only used before and after play. Furthermore, we demonstrated that social presence – due to interaction by audio cues – mediates the enjoyment in social play. A final lab experiment was conducted to investigate the importance of the connection between players through the game for our results in the previous chapters. In this experiment players were colocated, but not always played together and/or were not always able to see each other’s scores. Results showed that a subjective shared experience increases the strength of the social connection between players, and positively affects feelings of social presence, enjoyment and involvement. Similar to the previous findings, social presence mediated the increase in feelings of enjoyment and involvement. In sum, our set of studies offered empirical support for when, why and how social interaction influences players’ experience in co-play settings. Furthermore, the results indicate the importance of social presence as a mediating factor of enjoyment and involvement in social play. This provides new theoretical insights for communication experiences in other media, and social presence in general. Furthermore, findings may be useful to game designers who may want to enhance players’ experiences in during digital play

    프리미엄 모바일 게임에서의 구매 결정요인에 관한 연구

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    학위논문 (석사)-- 서울대학교 대학원 : 경영학과, 2017. 2. 유병준.The purpose of this study is to investigate factors that have an effect on the sales of virtual items in freemium mobile games. The study primarily focuses on a role of free given items in a model. Based on the reviews of previous studies, we conduct an online survey within the TantanSachunsung game, and we use structural equation modeling in order to test the research model. Apparently, there are complex and mixed effects on free items. Results of the study indicate that there are several factors (i.e., intention to use free items, social influence, usage habit, prior usage experience, prior purchase experience) to predict users intention to purchase virtual items in freemium mobile games. We found that there is a strong relationship between social influence and the intention to purchase virtual items in freemium mobile games through the intention to use free items. Moreover, we found that the statistically significant paths are different by each user group in the model. Theoretical and managerial implications for the research are discussed with several suggestions for further research.1.INTRODUCTION 1 2.THEORETICAL BACKGROUND & HYPOTHESES 4 2.1.Intention to use free items 5 2.2.Social influence 6 2.3.Usage habit 9 2.4.Prior usage experience 11 2.5.Prior purchase experience 12 3.METHOD 14 3.1.Measurement 17 3.2.Data analysis 19 3.2.1.Convergent validity and reliability 19 3.2.2.Discriminant validity 21 4.RESULTS 24 5.DISCUSSION AND CONCLUSIONS 27 REFERENCES 32 Appendix A. Questionnaire Items 41 Appendix B. Screenshots of a freemium mobile game 43 국문초록 44Maste

    The Impact of Communication Methods on Online Cooperative Play with Non-Familiar Co-Players

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    Multiplayer play is commonplace within contemporary digital games, with many requiring collaboration or cooperation between multiple players to effectively achieve gameplay objectives. Often noted as an integral part of successful cooperative play is communication, with commercial online games most commonly featuring some permutation or implementation of mediated vocal communication (Voice Chat), or written communication (Text Chat). This thesis explores the influence of the method of communication available to players over several facets of player experience and player behaviour within the context of online multiplayer play between non-co-located non-familiar co-players. Through this we broaden the understanding of the interplay between communication and player experience and to inform the design of future commercial multiplayer games. In fulfilment of these research aims, we conduct a participant study using an experimental online multiplayer 3D puzzle-platform game artefact, designed under the influence of a taxonomy of collaborative multiplayer game design elements. This study tasks pairs of non-familiar participants to complete a series of cooperative challenges, each focusing of differing gameplay elements, using one of either Voice Chat or Predefined-Text Chat, before evaluating their play experiences through validated questionnaires and interviews. From this research we find that different facets of player experience are influenced to differing extents; the immersion facet of player experience is not influenced by the communication used, whilst the degree of social presence that was experienced is significantly greater for participants using Voice Chat. This research also indicates several influences on player behaviour, both strategically and socially, that are associated with the use of differing communication methods
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