Time flexibility |
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Arousal |
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Challenge |
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Competition |
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Diversion |
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Fun |
Cohen (2014)Cohen, 2014 Cohen, E. L. (2014). What makes good games go viral? The role of technology use, efficacy, emotion and enjoyment in players' decision to share a prosocial digital game. Computers in Human Behavior, 33, 321-329., Shelton (2010)Shelton, 2010 Shelton, A. K. (2010). Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?. Computers in Human Behavior, 26(6), 1223-1227., Jin (2014)Jin, 2014 Jin, C. H. (2014). The role of users' motivations in generating social capital building and subjective well-being: The case of social network games. Computers in Human Behavior, 39, 29-38., Wei and Lu (2014)Wei and Lu, 2014 Wei, P. S., & Lu, H. P. (2014). Why do people play mobile social games? An examination of network externalities and of uses and gratifications. Internet Research, 24(3), 313-331., Pe-Than et al. (2014)Pe-Than et al., 2014 Pe-Than, E. P. P., Goh, D. H. L., & Lee, C. S. (2014). Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing. Computers in Human Behavior, 39, 88-99., Caroux et al. (2015)Caroux et al., 2015 Caroux, L., Isbister, K., Le Bigot, L., & Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computers in Human Behavior, 48, 366-381. and Bowman et al. (2016)Bowman et al., 2016 Bowman, N. D., Oliver, M. B., Rogers, R., Sherrick, B., Woolley, J., & Chung, M. Y. (2016). In control or in their shoes? How character attachment differentially influences video game enjoyment and appreciation. Journal of Gaming & Virtual Worlds, 8(1), 83-99.
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Fantasy |
Sherry et al. (2006)Sherry et al., 2006 Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. pp. 213–224. Playing video games: Motives, responses, and consequences (Vol. 24)., Shelton (2010)Shelton, 2010 Shelton, A. K. (2010). Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?. Computers in Human Behavior, 26(6), 1223-1227., Jin (2014)Jin, 2014 Jin, C. H. (2014). The role of users' motivations in generating social capital building and subjective well-being: The case of social network games. Computers in Human Behavior, 39, 29-38., Kahn et al. (2015)Kahn et al., 2015 Kahn, A. S., Shen, C., Lu, L., Ratan, R. A., Coary, S., & Hou, J., et al. (2015). The Trojan player typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49, 354-361. and Giammarco et al. (2015)Giammarco et al., 2015 Giammarco, E. A., Schneider, T. J., Carswell, J. J., & Knipe, W. S. (2015). Video game preferences and their relation to career interests. Personality and Individual Differences, 73, 98-104.
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Social interaction |
Sherry et al. (2006)Sherry et al., 2006 Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. pp. 213–224. Playing video games: Motives, responses, and consequences (Vol. 24)., Shelton (2010)Shelton, 2010 Shelton, A. K. (2010). Defining the lines between virtual and real world purchases: Second Life sells, but who's buying?. Computers in Human Behavior, 26(6), 1223-1227., Pe-Than et al. (2014)Pe-Than et al., 2014 Pe-Than, E. P. P., Goh, D. H. L., & Lee, C. S. (2014). Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing. Computers in Human Behavior, 39, 88-99., Dalisay et al. (2015)Dalisay et al., 2015 Dalisay, F., Kushin, M. J., Yamamoto, M., Liu, Y. I., & Skalski, P. (2015). Motivations for game play and the social capital and civic potential of video games. New Media & Society, 17(9), 1399-1417. and McGloin et al. (2016)McGloin et al., 2016 McGloin, R., Hull, K. S., & Christensen, J. L. (2016). The social implications of casual online gaming: Examining the effects of competitive setting and performance outcome on player perceptions. Computers in Human Behavior, 59, 173-181.
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