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flow experience
New entry in Digiplay games research bibliography:
In order to measure player immersion in the computer game narrative, this study explores and analyzes factors of the computer game narrative that influence players who are immersed in the game story world. Originally a questionnaire consisting of six dimensions-Curiosity, Concentration, Challenge, Control, Comprehension, and Empathy-was proposed. To evaluate the questionnaire, two surveys were conducted on the Internet, and data were collected from 734 respondents. After exploratory factor analysis and confirmatory factor analysis, the dimensions were modified to Curiosity, Concentration, Challenge and Skills, Control, Comprehension, Empathy, and Familiarity.
New entry in Digiplay games research bibliography:
Purpose - The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether gender, age and prior experience have moderating effects on online game acceptance.Design/methodology/approach - This study extends the theory of planned behaviour (TPB) with flow experience, perceived enjoyment, and interaction to propose a theoretical model to explain and predict people's behavioural intention to play online games. This model is examined through an empirical study involving 458 participants using structural equation modelling techniques. In addition, a competing model based on the technology acceptance model (TAM) is proposed to evaluate whether TPB is more suitable than TAM to explain the use of online games. The two action-theoretical models are compared in terms of their predictive power and their practical utility.Findings - Although both models explain the players' intention to play online games very well, the extended TPB model provides a better fit and explanatory power. Notably, this study finds that flow experience is a more important factor than perceived enjoyment in influencing customer acceptance of online games. Further analysis reveals that gender is a key moderator of online game acceptance. Practical implications - Online game developers need to search for flow experience building strategies that might assist in engaging players. This study suggests that game developers should consider focusing more on establishing the interactions between players (social interaction) and online games (human-computer interaction) in their marketing strategies.Originality/value - This study is significant for two reasons. First, it synthesises the theory of planned behaviour with psychological and interaction factors and, second, it presents a blueprint for an entertainment-oriented technology acceptance model.
New entry in Digiplay games research bibliography:
The elders feel better and healthier when participating in activities and recognizing their ability to move and creating something. Implementing technology can benefit their lives and improve social interaction. This study develops the embodied interactive video games (EIVG) relying on embodied interactions, which are free from the fine motor skills like pointing, grasping etc. Four research objectives include (1) To evaluate the usability of the EIVG; (2) To evaluate the dependability of the EIVG; (3) To understand the flow experiences of the elders during game play; (4) To explore the relations between the usability, dependability, and the elders' flow experiences. The results were discussed in three aspects. In terms of the usability and dependability of the game system, the elders were satisfied with the EIVG games due to the familiarity of the content and the ease of interaction. In terms of the flow experiences, the challenge of the games played an important role to the elders with high SES. In terms of the relations between usability, dependability, and flow experience, the usability and dependability were identified as critical factors for the elders to use computer technology due to the cognitive ageing.
New entry in Digiplay games research bibliography:
Rapid advancements in technology and changes in cost have made the game industry a profitable area. Recently, Mobile Broadband Wireless Access technology-based (MBWA) games have been introduced into the marketplace. They are superior to current mobile games in terms of transmission speed and price and to older online games that have limited mobility. Since MBWA technologies, such as High Speed Downlink Packet Access (HSDPA), Wireless Broadband (WiBro), and Worldwide Interoperability for Microwave Access (WiMAX) have been developed, customers can enjoy games whenever and wherever they like. We decided to analyze the factors that influence potential users' adoption of MBWA games using an extension of TAM. Most previous game-related studies lack a comprehensive approach to both technological and psychological aspects of game adoption and do not reflect a variety of consumer preferences. We therefore extended TAM to include an emotion variable and measured the moderating effects of gender, age, and prior experience on game adoption. Overall, the results revealed that the effect of perceived enjoyment was very important but that usefulness did not influence an individual's attitude. In addition, we also find that age can be key moderator of game acceptance.
New entry in Digiplay games research bibliography:
The present study replicates an experiment by Rheinberg and Vollmeyer (2003). In accordance with flow theory, these authors were able to show that the experience of flow while playing a computer game depends on the fit between challenge and skill, In our study, 76 university students played the computer game "Roboguard" at a level with optimal fit between challenge and skill and at two levels with low fit (too easy, too difficult). In contrast to Rheinberg and Vollmeyer, the computer game was modified in order to have less extreme easy and difficult play levels. In the case of the difficult level it was now possible for the participants to have at least minimal success, whereas in Rheinberg and Vollmeyer's study the participants were almost unable to act. The results showed the expected effects for the easy and optimal levels but not for the difficult level. In contrast to expectations, the participants indicated high degrees of flow at the difficult level, A possible explanation for this finding is that extremely high demands in a game situation do not reduce the experience of flow under certain conditions. We concluded that games such as Roboguard are not suitable for flow research in general, but only for specific research questions.
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