240 results on '"Social gaming"'
Search Results
2. Forced to Choose Silence: Social Gaming with Disabilities.
- Author
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Baltzar, Pauliina, Hassan, Lobna, and Turunen, Markku
- Subjects
- *
MULTIPLAYER games , *SOCIAL disabilities , *DISABILITIES , *RESEARCH questions , *VIDEO games - Abstract
Background: Socialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others. Aim: This study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming? Method: We conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed. Results: The results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions. Discussion: The results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers. Limitations and Future Research: This study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study's findings. Conclusions: Based on the results, we argue that games should provide multiple means of communication to make social gaming more accessible. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Online gaming as a double-edged sword: An Analysis of game community receptiveness, in-game vitality, and player well-being.
- Author
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Gandolfi, Enrico, Ferdig, Richard E., Wang, Jiahui, Morris, Grace, Copus, Amy, and Shihab, Sk Rezwan
- Subjects
GAMING disorder ,WELL-being ,VITALITY ,MENTAL health ,SURVEYS - Abstract
Research has provided evidence that online gaming can both positively and negatively impact players' physical and mental health. However, few research studies have examined how game addiction, game community, and vitality felt while playing can inform well-being. This study addressed this gap by focusing on game players' vitality, a construct that addresses both mental and physical health. The research, conducted with 704 online players, specifically examined the association between players' enduring vitality and Internet Gaming Disorder (IGD), game community, and state-related vitality (experienced during gaming). The survey instruments included 1) the Internet Gaming Disorder short scale, 2) the Game Community of Inquiry Scale (GCoIS), and 3) the Game Subjective Vitality Scale. Findings highlighted the role of game community receptiveness in informing players' vitality. In addition, in-game vitality and enduring vitality were found to be intertwined. Implications for future research and practice are provided based on these findings. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
4. Social Gaming Patterns During a Pandemic Crisis: A Cross-cultural Survey
- Author
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Johry, Aakash, Wallner, Günter, Bernhaupt, Regina, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Baalsrud Hauge, Jannicke, editor, C. S. Cardoso, Jorge, editor, Roque, Licínio, editor, and Gonzalez-Calero, Pedro A., editor
- Published
- 2021
- Full Text
- View/download PDF
5. An Analysis of the Social Context of Video Games, Pathological Gaming, and Depressive Symptoms.
- Author
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Shawcroft, Jane, Coyne, Sarah M., and Bradshaw, Braden
- Subjects
- *
QUANTITATIVE research , *SOCIAL context , *QUALITATIVE research , *MENTAL depression , *DESCRIPTIVE statistics , *RESEARCH funding , *VIDEO games , *DATA analysis software , *COMPULSIVE behavior - Abstract
This study addresses the relationship between the social context in which individuals play video games, pathological gaming, and depressive symptoms. A sample of 265 participants recruited through local gaming communities completed an online survey asking questions pertaining to demographics, the most common social context of their gaming, depressive symptoms, and pathological gaming. Participants also responded to the open-ended question "How do you feel gaming has impacted you socially? Why?" Many participants felt gaming helped to expand their social circle, maintain existing relationships, develop social skills, and connect with others during Covid-19 lockdowns. A small minority of participants reported that gaming displaced time they could have spent with friends and family, and sometimes damaged their social skills. Using an Ordinary Least Squares regression framework, quantitative results indicate that those who gamed primarily in-person with friends displayed lower levels of pathological gaming than all other contexts. Those who gamed in-person with friends also displayed lower levels of depressive symptoms, although this was found to be somewhat a function of time spent gaming. These results indicate that perhaps in-person gaming with friends is a protective context for gaming compared with online gaming, or solitary gaming. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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- View/download PDF
6. Augmenting Virtual Spaces: Affective Feedback in Computer Games
- Author
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Cunningham, Stuart, Henry, John, Weinel, Jonathan, Edmonds, Ernest, Founding Editor, Vear, Craig, Series Editor, Brown, Paul, Editorial Board Member, Bryan-Kinns, Nick, Editorial Board Member, England, David, Editorial Board Member, Ferguson, Sam, Editorial Board Member, Ferran, Bronaċ, Editorial Board Member, Hugill, Andrew, Editorial Board Member, Lambert, Nicholas, Editorial Board Member, Lowgren, Jonas, Editorial Board Member, Yi-Luen Do, Ellen, Editorial Board Member, Earnshaw, Rae, editor, Liggett, Susan, editor, Excell, Peter, editor, and Thalmann, Daniel, editor
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- 2020
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7. BlockTower: A Multi-player Cross-Platform Competitive Social Game
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Zheng, Ruichen, Liang, Hai-Ning, Xie, Ruiqi, Lu, Feiyu, Shi, Yuwei, Xu, Wenge, Papangelis, Konstantinos, Duh, Henry Been-Lirn, Editor-in-Chief, Nijholt, Anton, Series Editor, Cai, Yiyu, editor, van Joolingen, Wouter, editor, and Walker, Zachary, editor
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- 2019
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8. Does Playing Apart Really Bring Us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During a Period of Social Distancing.
- Author
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Nebel, Steve and Ninaus, Manuel
- Subjects
VIDEO games ,SOCIAL distancing ,LONELINESS ,COVID-19 pandemic - Abstract
During the COVID-19 pandemic, several countries implemented social distancing measures to contain virus transmission. However, these vital safety measures have the potential to impair mental health or wellbeing, for instance, from increased perceived loneliness. Playing social video games may offer a way to continue to socialize while adhering to social distancing measures. To examine this issue further, the present online survey investigated social gaming during the pandemic and its association to perceived loneliness within a German-speaking sample. Results indicated a small positive correlation between general gaming frequency and perceived loneliness. Detailed analysis revealed a negative association between perceived loneliness and increased social forms of video gaming. Specifically, gamers with a higher social motive for gaming perceived less loneliness, but gamers with a dominant escape motive demonstrated a positive link to perceived loneliness. The use of social gaming in times of social distancing seems to play a small but significant factor in perceived loneliness compared to other demographical data. The findings are discussed with respect to methodological limitations, effect sizes, and sample characteristics. The results enrich the current knowledge on video gaming and its link to social wellbeing and provide a more nuanced picture than simplistic investigations of screen time. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
9. Association of Social Gaming with Well-Being (Escape COVID-19): A Sentiment Analysis.
- Author
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Krittanawong, Chayakrit, Virk, Hafeez Ul Hassan, Katz, Craig L., Kaplin, Scott, Wang, Zhen, Gonzalez-Heydrich, Joseph, Storch, Eric A, and Lavie, Carl J.
- Subjects
- *
SENTIMENT analysis , *COVID-19 , *BIOLUMINESCENCE , *SOCIAL distancing - Abstract
Background: During the 2020-2021 coronavirus disease 2019 (COVID-19) lockdown, social activities were limited by the government-recommended social distancing guidelines, leading to an abundance of mental health issues.Methods: We hypothesized that Twitter sentiment analysis may shed some light on Animal Crossing: New Horizons and its impact on mental health during the COVID-19 pandemic.Results: We found that social gaming and social media may be used as tools to cope with stress during the COVID-19 pandemic.Conclusions: Further research, including randomized study designs and prospective measurements of mental health outcomes related to social gaming behavior are required. [ABSTRACT FROM AUTHOR]- Published
- 2022
- Full Text
- View/download PDF
10. Does Playing Apart Really Bring Us Together? Investigating the Link Between Perceived Loneliness and the Use of Video Games During a Period of Social Distancing
- Author
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Steve Nebel and Manuel Ninaus
- Subjects
gaming frequency ,loneliness ,gaming motives ,social gaming ,COVID-19 ,mental health ,Psychology ,BF1-990 - Abstract
During the COVID-19 pandemic, several countries implemented social distancing measures to contain virus transmission. However, these vital safety measures have the potential to impair mental health or wellbeing, for instance, from increased perceived loneliness. Playing social video games may offer a way to continue to socialize while adhering to social distancing measures. To examine this issue further, the present online survey investigated social gaming during the pandemic and its association to perceived loneliness within a German-speaking sample. Results indicated a small positive correlation between general gaming frequency and perceived loneliness. Detailed analysis revealed a negative association between perceived loneliness and increased social forms of video gaming. Specifically, gamers with a higher social motive for gaming perceived less loneliness, but gamers with a dominant escape motive demonstrated a positive link to perceived loneliness. The use of social gaming in times of social distancing seems to play a small but significant factor in perceived loneliness compared to other demographical data. The findings are discussed with respect to methodological limitations, effect sizes, and sample characteristics. The results enrich the current knowledge on video gaming and its link to social wellbeing and provide a more nuanced picture than simplistic investigations of screen time.
- Published
- 2022
- Full Text
- View/download PDF
11. Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual Impairments.
- Author
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Gonçalves, David, Rodrigues, André, and Guerreiro, Tiago
- Subjects
MULTIPLAYER games ,VISION disorders ,MINORS ,ADULTS ,INTERNET surveys - Abstract
Games bring people together in immersive and challenging interactions. In this paper, we share multiplayer gaming experiences of people with visual impairments collected from interviews with 10 adults and 10 minors, and 140 responses to an online survey. We include the perspectives of 17 sighted people who play with someone who has a visual impairment, collected in a second online survey. Our focus is on group play, particularly on the problems and opportunities that arise from mixed-visual-ability scenarios. These show that people with visual impairments are playing diverse games, but face limitations in playing with others who have different visual abilities. What stands out is the lack of intersection in gaming opportunities, and consequently, in habits and interests of people with different visual abilities. We highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-ability gaming. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
12. HOW POKÉMON GO DEALS WITH COVID-19: THE LOCKDOWN CONUNDRUM.
- Author
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Macák, Miroslav
- Subjects
POKEMON Go ,MOBILE games ,COVID-19 pandemic ,SOCIAL interaction ,SOCIAL distancing - Abstract
The paper reflects on the digital game Pokémon GO and its gameplay changes to comply with social restrictions that are being enforced to circumvent the global threat of COVID-19. Pokémon GO can be categorised into the group of augmented reality location-based digital games. In those, game mechanics interact with real-world objects and/or locations to create an immersive experience for the player. Pokémon GO, in its current state, is a game that heavily focuses on social interactions. This mostly consists of Raids, where players meet at dedicated locations to battle a specified enemy. Live events used to be held as well, either by the developer Niantic, or in the form of community driven player-versus-player tournaments; these interactions now have to be altered or cancelled to preserve a safe playing environment. In the text, we explain the changes that Pokémon GO had to undergo in its structure to help players with social distancing, as well as new or altered mechanics that were implemented to make this inherently social game playable even though the player is alone [ABSTRACT FROM AUTHOR]
- Published
- 2020
13. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards
- Author
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Marco Rüth and Kai Kaspar
- Subjects
COVID-19 ,exergaming ,physical activity ,social gaming ,social learning ,media education ,Psychology ,BF1-990 - Abstract
Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with negative physical, mental, and economic consequences. Younger and older people have not reached the recommended physical activity level for years. Societal restrictions due to COVID-19 additionally reduce opportunities for physical activity, and they increase social isolation. Here, we outline how playing exergames with others (social exergaming) at home could foster physical and mental health and promote communication and discussions on exergaming. Accordingly, we highlight the educational and social benefits of exergaming at home and delineate the concept of Educational and Social Exergaming (EASE). We outline specific benefits and pitfalls of exergaming regarding its physical and nonphysical effects, including educational values of discussing exergaming experiences and related topics. Moreover, we discuss the relevance of practical guidelines for educational and social exergaming at home as well as prospects for future research. Overall, educational and social exergaming could alleviate several detrimental effects of both pandemics on the health and well-being of people of all ages.
- Published
- 2021
- Full Text
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14. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards.
- Author
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Rüth, Marco and Kaspar, Kai
- Subjects
COVID-19 pandemic ,EXERCISE video games ,COVID-19 ,EDUCATIONAL benefits ,PHYSICAL activity - Abstract
Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with negative physical, mental, and economic consequences. Younger and older people have not reached the recommended physical activity level for years. Societal restrictions due to COVID-19 additionally reduce opportunities for physical activity, and they increase social isolation. Here, we outline how playing exergames with others (social exergaming) at home could foster physical and mental health and promote communication and discussions on exergaming. Accordingly, we highlight the educational and social benefits of exergaming at home and delineate the concept of Educational and Social Exergaming (EASE). We outline specific benefits and pitfalls of exergaming regarding its physical and nonphysical effects, including educational values of discussing exergaming experiences and related topics. Moreover, we discuss the relevance of practical guidelines for educational and social exergaming at home as well as prospects for future research. Overall, educational and social exergaming could alleviate several detrimental effects of both pandemics on the health and well-being of people of all ages. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
15. The Response to Impactful Interactivity on Spectators' Engagement in a Digital Game.
- Author
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Brissette-Gendron, Raphaëlle, Léger, Pierre-Majorique, Courtemanche, François, Shang Lin Chen, Ouhnana, Marouane, and Sénécal, Sylvain
- Subjects
VIDEO game development ,DIGITAL technology ,AUDIENCES ,EMOTIONS ,SMARTPHONES - Abstract
As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators' engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spectators had an impact on the game, higher levels of emotional arousal were recorded, which generated an increase in engagement. These results provide a suggestion of design that could be used by game designers who wish to engage their spectatorship, a segment of their target market that is becoming impossible to ignore. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
16. Social Media Communication: Re-creating the Context of Social Gaming
- Author
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Nikolic, Predrag K., Stankovic, Jelena S., Akan, Ozgur, Series editor, Cao, Jiannong, Series editor, Coulson, Geoffrey, Series editor, Dressler, Falko, Series editor, Ferrari, Domenico, Series editor, Gerla, Mario, Series editor, Kobayashi, Hisashi, Series editor, Palazzo, Sergio, Series editor, Sahni, Sartaj, Series editor, Shen, Xuemin (Sherman), Series editor, Stan, Mircea, Series editor, Xiaohua, Jia, Series editor, Zomaya, Albert, Series editor, Bellavista, Paolo, Series editor, Leon-Garcia, Alberto, editor, Lenort, Radim, editor, Holman, David, editor, Staš, David, editor, Krutilova, Veronika, editor, Wicher, Pavel, editor, Cagáňová, Dagmar, editor, Špirková, Daniela, editor, Golej, Julius, editor, and Nguyen, Kim, editor
- Published
- 2016
- Full Text
- View/download PDF
17. ‘Futuregame’: Creating a Game for Identifying Innovation Needs in Rural Areas.
- Author
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Müller, Larissa, Sendrowski, Philip, and Sturm, Peter
- Subjects
GAMBLING ,TECHNOLOGICAL innovations ,STRATEGIC planning ,FUTURES studies ,RURAL development - Abstract
For technology foresight it is important to find ways to enable persons to talk about their needs and wishes for the future, and to properly assess them. However, for non-tech savvy people it is especially hard to talk about technological needs. This can lead to experts creating technologies detached from actual needs, wishes and fears, for example in strategic planning concerning rural areas. It is important to involve the population early in the process of developing new technologies and the identification of technologies for their specific contexts The project “Horizonte erweitern” (Broadening horizons)” deals with technology/innovation transfer and strengthening of rural areas as drivers of innovation. To integrate citizens of rural areas in the process, it is not sufficient to simply confront them with facts and possible technologies. Quite contrary, what is needed is a new form of participatory innovation. Only by using precise needs assessments it can be guaranteed that future developments are in line with what people actually want for themselves and their region, and don’t impose change on them. When asking citizens about their future needs, it is necessary to simplify information without distorting the facts. Ideas need to be represented in a realistic way, so that citizens can relate to them in their everyday life. Citizens need to be enabled to express their ideas, wishes and concerns about the future. They need to be supported in translating these into new visions for their future and the future of their region. To this end, the “Futuregame”, a social game, was created. It was used for workshops in three different rural areas throughout Germany. Within the Futuregame, citizens were given the possibility to discuss their ideas for their rural areas in a playful, cooperative way and translate them into rudimentary strategies. The game allowed researchers to methodically assess and analyze technological needs in order to identify the most promising technological solutions for rural areas. This paper will discuss the process of technology foresight within the project, the development of the social gaming-format “Futuregame” as an important part of the foresight process and the results for the rural areas. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
18. The Most Boring Game in the World : A study of World of Warcraft as a means for social interactivity within an enclosed group
- Author
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Stone, Ludvig and Stone, Ludvig
- Abstract
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relatively underexplored is the social facet, how the act of gaming is impacted by social rules and codes. Previous research on the topic is relatively limited and mainly performed retroactively on older game communities. The thesis addresses this lack of research by studying a community formed around World of Warcraft, a game that currently has an active player base. By specifically studying a World of Warcraft guild whose members define the guild by its social nature (Interview 1,2,3,4), this thesis provides a perspective on how the desire to maintain relationships impact how gaming is practiced and what is considered to be desirable behaviour among players. The thesis is based on material gathered in four interviews and two observations of guild members playing together. The interviews were primarily focused on discovering how the members experienced the guild and the game itself, and what they believed to be positive or negative behaviour. The observations were intended to study how the members interact in practice, how the ideas and notions that they mentioned in the interviews were expressed while playing. The analysis uses Political Discourse Theory (PDT) to connect the ideas, practices and terms used in both interviews and observations into a cohesive discourse. This discourse is then divided into specific traits that are seen desirable within different contexts. The thesis finds that being respectful of other guild members time is seen as the most important trait among players. This respect is primarily expressed through understanding that other members have lives outside of the game and therefore cannot devote the majority of their time to the game. If another player or even the game itself demands more from a member than they are able to give, it is seen as problematic. Accomplishing in-game goals is seen as fun, yet unimportant in comparison to maintaining a res
- Published
- 2023
19. Die Suche nach der sozialen Komponente im Spiel : Eine systemtheoretische Analyse des Gamings während der COVID19- Pandemie
- Author
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Zöggeler, Christopher and Zöggeler, Christopher
- Abstract
Masterarbeit Universität Innsbruck 2023
- Published
- 2023
20. Background Document: Rethinking Public Spaces in the Digital Transition
- Author
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The Onlife Initiative and Floridi, Luciano, editor
- Published
- 2015
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21. Seeing the Big Picture in a Crowded App Store Marketplace
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Pierce, Taylor, Wooldridge, Dave, Pierce, Taylor, and Wooldridge, Dave
- Published
- 2014
- Full Text
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22. Communally Designed Deception: Participatory Technical Communication Practices in an Amateur Game Design Community.
- Author
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Karabinus, Alisha and Atherton, Rachel
- Subjects
- *
VIDEO game culture , *COMMUNICATION of technical information , *PARTICIPATORY design , *DECEPTION , *DESIGN services , *SOCIAL processes - Abstract
Purpose: As it is often difficult to study professional game design practices from a technical communication perspective, this exploratory study seeks to discover accessible alternatives in amateur communities engaged in participatory design. Methods: Using an exploratory, mixed methods single-case study model, we analyzed discourse and technical communication practices in a community focused on designing and playing social deception games across a network of digital platforms, with an eye toward how administrators, designers, and players negotiated design challenges. Results: The amateur game design community observed here participates in professional design practices that can be mapped onto Eyman’s (2008) framework for technical communication in games. Communities such as the subject-participants in this study produce unique documentation tracing design processes in ways some professional studios do not (Sansone, 2014) and foreground user experience considerations in observable, archived discussions. Conclusion: Amateur game design communities are as interested in maintaining strong user experiences and balanced gameplay as professional studios, as indicated by this study, and may use similar tactics to achieve results. The comparisons allowed construction of a framework for comparing amateur and professional designs in terms of tech comm practices. For technical communicators who must understand and account for world-making processes, demonstrating how amateur practice may compare to professional practice opens up new potential sites of study in the service of constructing game design ecologies. [ABSTRACT FROM AUTHOR]
- Published
- 2019
23. A new possible way of promoting tourist packages: gamification
- Author
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Rodica Pamfilie, Andra Vasilcovschi, and Robert Bumbac
- Subjects
innovation ,IT in tourism ,social gaming ,gamification ,Recreation leadership. Administration of recreation services ,GV181.35-181.6 ,Business ,HF5001-6182 - Abstract
Society nowadays is increasingly reliant on technology and the trend for the following years seems to maintain. At the same time, public and private organizations are searching for ways to innovate and optimize their activities and the internet as well as the increased use of electronic devices provide new perspectives for this. Besides the public sector, high ranking companies from domains such as commerce to health or tourism, have started using a new tool: gamification. While some of the first attempts to implement the idea of ‘games’ for selling products go as far back as 1912, the scientific concept of ‘gamification’ is quite new and has just recently been recognized as a study domain. In addition to this, a rising interest in the field is also proven by an increase in number of searches for the term on search engines as well as in scientific databases. From an organizational point of view, through the use of these techniques, institutions can obtain a positive influence on sales, enhanced customer retention, better marketing, improved employee-management communication, overall optimization of activity etc. This paper aims to offer a contribution to the research in the field of gamification, to show some of the revolutionary solutions found by top organizations, based on gaming techniques, and to propose a model for implementing gamification in a tourism organization. The research starts from studying the gamification model implemented by leading tourism platform, Tripadvisor and focuses on building a game-specific architecture that can be applied to Romanian tourism sites, ranging from tourist review sites, such as turistinfo.ro to online tourism agencies. This model includes elements specific to games, and characteristic for the gamification concept, such as: avatar, rewards, challenges, points, badges, leaderboard. The study finishes with opinions regarding the economic and social benefits of implementing gamification as an innovative technique in tourism and conclusions.
- Published
- 2016
24. Association of Social Gaming with Well-Being (Escape COVID-19): A Sentiment Analysis
- Author
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Craig L. Katz, Scott Kaplin, Zhen Wang, Eric A. Storch, Carl J. Lavie, Hafeez Ul Hassan Virk, Joseph Gonzalez-Heydrich, and Chayakrit Krittanawong
- Subjects
Coronavirus disease 2019 (COVID-19) ,business.industry ,Social distance ,Well-being ,Twitter ,Sentiment analysis ,Applied psychology ,COVID-19 ,General Medicine ,Mental health ,Article ,Social Gaming ,Games, Recreational ,Adaptation, Psychological ,Quarantine ,Pandemic ,Sentiment Analysis ,Humans ,Medicine ,Social media ,Association (psychology) ,business - Abstract
Background : During the 2020-2021 COVID-19 lockdown, social activities were limited by the government-recommended social distancing guidelines leading to an abundance of mental health issues. Methods : We hypothesized that Twitter sentiment analysis may shed some light on Animal Crossing: New Horizons and its impact on mental health during the COVID-19 pandemic. Results : We found the use social gaming and social media may be used as tools to cope with stress during the COVID-19 pandemic. Conclusions : Further research, including randomized designs and prospective measurements of mental health outcomes related to social gaming behavior are required.
- Published
- 2022
- Full Text
- View/download PDF
25. The Response to Impactful Interactivity on Spectators’ Engagement in a Digital Game
- Author
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Raphaëlle Brissette-Gendron, Pierre-Majorique Léger, François Courtemanche, Shang Lin Chen, Marouane Ouhnana, and Sylvain Sénécal
- Subjects
spectator engagement ,audience experience ,social gaming ,physical videogames ,interactive games ,Technology ,Science - Abstract
As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact on engagement via arousal measures were analyzed. Spectator influence on the game was accomplished via smartphone, where 78 participants put in different audience compositions (alongside friends or strangers) were tested. We found that when the spectators had an impact on the game, higher levels of emotional arousal were recorded, which generated an increase in engagement. These results provide a suggestion of design that could be used by game designers who wish to engage their spectatorship, a segment of their target market that is becoming impossible to ignore.
- Published
- 2020
- Full Text
- View/download PDF
26. Paraplay: Exploring Playfulness Around Physical Console Gaming
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Downs, John, Vetere, Frank, Howard, Steve, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Kotzé, Paula, editor, Marsden, Gary, editor, Lindgaard, Gitte, editor, Wesson, Janet, editor, and Winckler, Marco, editor
- Published
- 2013
- Full Text
- View/download PDF
27. Learning, Reasoning and Modeling in Social Gaming
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Söbke, Heinrich, Corredor, Javier Alejandro, Kornadt, Oliver, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Pan, Zhigeng, editor, Cheok, Adrian David, editor, Müller, Wolfgang, editor, Iurgel, Ido, editor, Petta, Paolo, editor, and Urban, Bodo, editor
- Published
- 2013
- Full Text
- View/download PDF
28. Serious Questions in Playful Questionnaires
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Takhtamysheva, Aneta, Smeddinck, Jan, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Herrlich, Marc, editor, Malaka, Rainer, editor, and Masuch, Maic, editor
- Published
- 2012
- Full Text
- View/download PDF
29. The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb Training
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De Weyer, Tom, Robert, Karel, Renny Octavia Hariandja, Johanna, Alders, Geert, Coninx, Karin, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Herrlich, Marc, editor, Malaka, Rainer, editor, and Masuch, Maic, editor
- Published
- 2012
- Full Text
- View/download PDF
30. Heuristics for Social Games with a Purpose
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Takhtamysheva, Aneta, Decker, Tim, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Herrlich, Marc, editor, Malaka, Rainer, editor, and Masuch, Maic, editor
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- 2012
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31. Your First Game: Alien Turtle Invasion
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Graham, Wayne and Graham, Wayne
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- 2012
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32. Personalize and Secure
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Trautschold, Martin, Ritchie, Rene, Mazo, Gary, Trautschold, Martin, Ritchie, Rene, and Mazo, Gary
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- 2012
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33. Personalize and Secure
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Trautschold, Martin, Ritchie, Rene, Mazo, Gary, Trautschold, Martin, Ritchie, Rene, and Mazo, Gary
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- 2011
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34. Seeing the Big Picture in a Crowded App Store Marketplace
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Wooldridge, Dave, Schneider, Michael, Wooldridge, Dave, and Schneider, Michael
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- 2011
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35. Shopping at the App Store
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Grothaus, Michael, Sadun, Erica, Grothaus, Michael, and Sadun, Erica
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- 2010
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36. Seeing the Big Picture in a Crowded App Store Marketplace
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Wooldridge, Dave, Schneider, Michael, Andres, Clay, editor, Anglin, Steve, editor, Beckner, Mark, editor, Buckingham, Ewan, editor, Cornell, Gary, editor, Gennick, Jonathan, editor, Hassell, Jonathan, editor, Lowman, Michelle, editor, Moodie, Matthew, editor, Parkes, Duncan, editor, Pepper, Jeffrey, editor, Pohlmann, Frank, editor, Pundick, Douglas, editor, Renow-Clarke, Ben, editor, Shakeshaft, Dominic, editor, Wade, Matt, editor, Welsh, Tom, editor, Moritz, Kelly, editor, and Wimpsett, Kim, editor
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- 2010
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37. Connecting with the Outside World
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Bakhirev, Peter, Cabrera, P J, Marsh, Ian, Penberthy, Scott, Smith, Ben Britten, and Wing, Eric
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- 2010
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38. Exploiting online social gambling for marketing communications.
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Ozuem, Wilson, Prasad, Jason, and Lancaster, Geoff
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INTERNET gambling ,SOCIAL media ,CASINOS ,CONSTRUCTIVISM (Education) ,COMMUNICATION - Abstract
Internet technology provides a new approach to how gambling is conducted in postmodern times. Drawing on constructivist research and utilising a single case study strategy, this paper examines online social gambling and real money gambling marketing communication practices, as well as offering some insights into the development and implementation of effective marketing communication programmes. In contrast to existing studies, this paper, in part, proposes integrative and higher levels of marketing communication programmes between online social gambling and real money gambling environments. The paper reveals the implicit structure of meanings underlying the link between online social gambling activity and real money gambling practices. [ABSTRACT FROM AUTHOR]
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- 2018
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39. Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method
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See, Swee Lan, Tan, Mitchell, Looi, Qin En, Kim, Jong-Hwan, editor, Ge, Shuzhi Sam, editor, Vadakkepat, Prahlad, editor, Jesse, Norbert, editor, Al Manum, Abdullah, editor, Puthusserypady K, Sadasivan, editor, Rückert, Ulrich, editor, Sitte, Joaquin, editor, Witkowski, Ulf, editor, Nakatsu, Ryohei, editor, Braunl, Thomas, editor, Baltes, Jacky, editor, Anderson, John, editor, Wong, Ching-Chang, editor, Verner, Igor, editor, and Ahlgren, David, editor
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- 2009
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40. Alone or Together: Exploring the Effect of Physical Co-presence on the Emotional Expressions of Game Playing Children Across Cultures
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Shahid, Suleman, Krahmer, Emiel, Swerts, Marc, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Markopoulos, Panos, editor, de Ruyter, Boris, editor, IJsselsteijn, Wijnand, editor, and Rowland, Duncan, editor
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- 2008
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41. Building Virtual Friendships through Mirrored Gestures
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Oshiro, Miya Sanura and Oshiro, Miya Sanura
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During the COVID-19 pandemic isolation period, social gaming was an effective way for people to find connections and alleviate feelings of loneliness. However, the communication systems built within these games have limitations. In-game communication systems usually consist of emotes, predetermined avatar gestures, and simple chat features. Due to these limitations, critical social cues, such as nonverbal synchrony, are lost during these online interactions. This study evaluates the integration of nonverbal gesture synchrony in social games as a potential addition to existing communication systems to foster genuine social connections between players during online play. The game environment for this research study is an emote-based and a gesture-based version of the social game KANDI.io. When comparing the two versions in structured game sessions, this study found an enjoyment preference for the gesture-based experience. However, after further discussion, it was determined that there was no overall preference for this experience over the emote-based design. These results revealed that when engaging with open-play games like the gesture-based system, some players felt vulnerable, experienced player distrust, and became more conscious of the interaction context.
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- 2022
42. The Use of Improvisational Role-Play in User Centered Design Processes
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Vogiazou, Yanna, Freeman, Jonathan, Lessiter, Jane, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, and Jacko, Julie A., editor
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- 2007
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43. Head Up Games: The Games of the Future Will Look More Like the Games of the Past
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Soute, Iris, Markopoulos, Panos, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Baranauskas, Cécilia, editor, Palanque, Philippe, editor, Abascal, Julio, editor, and Barbosa, Simone Diniz Junqueira, editor
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- 2007
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44. We-intention to continue playing mobile multiplayer games: the role of social play habit
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Mengjun Li and Ayoung Suh
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Economics and Econometrics ,Sociology and Political Science ,Social gaming ,business.industry ,Communication ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,Information technology ,Context (language use) ,02 engineering and technology ,020204 information systems ,Honor ,0502 economics and business ,0202 electrical engineering, electronic engineering, information engineering ,050211 marketing ,Social play ,Multiplayer game ,Habit ,business ,Psychology ,Mechanism (sociology) ,media_common - Abstract
PurposeThe purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.Design/methodology/approachDrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.FindingsThe results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.Research limitations/implicationsThis study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.Originality/valueThis study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.
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- 2021
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45. Capitalizing on the spirit of giving: seeding virtual gift purchases in online social networks
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Moon Young Kang, Risto Moisio, and Reo Song
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Marketing ,Receipt ,Social network ,Social gaming ,business.industry ,05 social sciences ,Affect (psychology) ,Spillover effect ,0502 economics and business ,Mediation ,050211 marketing ,business ,Centrality ,050203 business & management ,Panel data - Abstract
Purpose Virtual gifts have emerged as a common feature of online communities, social gaming and social networks. This paper aims to examine how network-related variables and gift-seeding impact virtual gift sales. The network variables include gift-giver centrality and gift-giving dispersion, capturing, respectively, the relative importance of gift-givers in a network and their tendency to give gifts to a greater or lesser number of network peers. Gift-seeding tactics capture social network firms’ attempts to stimulate virtual gift purchases by awarding virtual gifts to network members. Design/methodology/approach This study develops and estimates a fixed-effects panel data regression model to analyze virtual gift purchase data for a large social network service. Findings Gift-giver centrality, gift-giving dispersion and gift-seeding increase virtual gift purchases. Increases in consumers’ receipt of seed gifts from social network firms (“direct seeding”) and from other consumers (“indirect seeding”) increases virtual gift purchases. However, the extent to which consumers give seed gifts to their friends in the social network (“seed mediation”) does not affect sales. Greater gift-giver centrality amplifies (attenuates) the positive effects of direct (indirect) seeding. At greater levels of gift-giving dispersion, the effects of indirect seeding and seed mediation become negative. Furthermore, gift-seeding has spillover effects on virtual good (non-gift) purchases. Research limitations/implications This study’s data, drawn from a South Korean social network service, offer unique and valuable social network information on actual virtual gift purchases and their seeding. Future research should replicate the results of the study outside the South Korean context. Practical implications Given the effects reported in this study, social network firms can facilitate the purchases of virtual gifts by improving the targeting of consumers in social networks and gift-seeding tactics. Originality/value This study uniquely examines the individual and interactive effects of network-related variables and gift-seeding on virtual gift sales. The study is seminal in its examination of how gift-seeding can be used as a marketing tactic to increase virtual gift purchases.
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- 2021
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46. Anti-social social gaming: community conflict in a Facebook game
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Kelly Bergstrom
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Social gaming ,Social network ,business.industry ,Communication ,05 social sciences ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,0508 media and communications ,050903 gender studies ,Anti social ,Sociology ,0509 other social sciences ,Disengagement theory ,business - Abstract
Social Network Games (SNGs) are played via social networking sites such as Facebook. In this article, I examine some of the negative interactions that happen within SNGs that may be obscured by the...
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- 2021
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47. Development of Habitual Behaviour in Online Social Gaming
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Nan Jiang, See Kwong Goh, Mohd Muttaqin Mohd Adnan, Jason J. Turner, and Manmeet Kaur Manmeet Kaur
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Microeconomics ,Social gaming ,Developmental and Educational Psychology ,Experimental and Cognitive Psychology ,Psychology ,Network effect ,Education - Abstract
Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
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- 2021
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48. A Dual-Identity Perspective of Obsessive Online Social Gaming
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Kem Z.K. Zhang, Xiang Gong, Christy M. K. Cheung, Matthew K. O. Lee, and Chongyang Chen
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Typology ,Contextualization ,Social gaming ,Perspective (graphical) ,Sociology ,Social identity theory ,Social psychology ,Computer Science Applications ,Information Systems ,Dual identity - Abstract
Obsessive online social gaming has become a worldwide societal challenge that deserves more scholarly investigation. However, this issue has not received much attention in the information systems (IS) research community. Guided by dual-system theory, we theoretically derive a typology of obsessive technology use and contextually adapt it to conceptualize obsessive online social gaming. We also build upon identity theory to develop a dual-identity perspective (i.e., IT identity and social identity) of obsessive online social gaming. We test our research model using a longitudinal survey of 627 online social game users. Our results demonstrate that the typology of obsessive technology use comprises four interrelated types: impulsive use, compulsive use, excessive use, and addictive use. IT identity positively affects the four obsessive online social gaming archetypes and fully mediates the effect of social identity on obsessive online social gaming. The results also show that IT identity is predicted by embeddedness, self-efficacy, and instant gratification, whereas social identity is determined by group similarity, group familiarity, and intragroup communication. Our study contributes to the IS literature by proposing a typology of obsessive technology use, incorporating identity theory to provide a contextualized explanation of obsessive online social gaming and offering implications for addressing the societal challenge.
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- 2021
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49. Measuring Fun
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Erin P. Pumroy, Brandon C. Strubberg, Timothy J. Elliott, and Angela E. Shaffer
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Social gaming ,Casual ,business.industry ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,Usability ,General Medicine ,Test (assessment) ,Player experience ,Scholarship ,Human–computer interaction ,Product (category theory) ,business ,Video game - Abstract
The gaming industry and the concept of gamification have altered the way many developers and users approach interactive products. As social gaming demographics expand to what was previously considered “casual” audiences, more users expect an enjoyable experience from their digital applications and games. Developers now request more detailed subjective descriptions of satisfaction and the player experience from user-experience (UX) practitioners. Focusing on how fun a product is for users/players requires subjective, situationally dependent metrics rather than traditional UX efficiency metrics. The UX discipline is still constructing a comprehensive ecology of the player experience and how to measure it. This article contributes to that ecology by detailing a case in which our team conducted a usability test on a new video game peripheral. Our client’s primary concern dealt with how fun experienced gamers found the device. As our test progressed, we encountered a number of fun-related participant behaviors that led us to develop new metrics beyond our initial planned metrics. These new metrics helped us and our client better define and discuss enjoyability. Our case, in conjunction with a detailed definition and review of player experience and UX scholarship, shows the importance of adopting metrics contextually specific to the video-game product and player group when measuring fun is the primary goal.
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- 2020
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50. Evaluation of a social gaming programme for young adults with Autism Spectrum Disorder
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Ric McQueen, Tim Stein, Jonathan Smith, and Andrew Cashin
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Semi-structured interview ,030504 nursing ,Social gaming ,Applied psychology ,Plan (drawing) ,Service provider ,medicine.disease ,Social relation ,03 medical and health sciences ,0302 clinical medicine ,Autism spectrum disorder ,medicine ,Autism ,030212 general & internal medicine ,Young adult ,0305 other medical science ,Psychology ,General Nursing - Abstract
Background Computer and video console gaming has been discussed as having great potential in engaging people with Autism Spectrum Disorder (ASD) and providing a relatively safe platform for social contact. There is a paucity of research in this domain. Aim This paper reports on the evaluation of a site based social gaming programme for young adults with ASD. Methods Semi structured interviews were conducted with six participants and eight parents of seven separate participants approximately 12 months from the commencement of the group. Findings It was identified that the shared interest in gaming provided a motivating platform on which to base social interaction. Participants identified the benefits of the group as getting them out of the house and being a site where they have had meaningful social contact based on something about which they are confident. Parents identified that they had observed similar benefits. They discussed a wish for closer contact with the service provider and an individualized plan for their family member including a plan for transition to other leisure activity work or study. Discussion It became clear that a group and process structure needs to be consciously developed and made explicit to participants and their family/carers to allow realisation of the group aims.
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- 2020
- Full Text
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