social interaction

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:

This paper examines the relation between social interaction and fun in multi-player console gaming contexts. It points to the fruitfullness of integrating game studies and game sociology with cultural studies of television and video use in order to explain both the framing and (social) use of console games and the fun of playing them. A prestudy of the relation between social interaction and fun in the playing of the game Super Monkey Ball reveals that there is a close relation between gaming skills, the gaming situation as a pleasurable and relieving social activity and the experience of fun.

New entry in Digiplay games research bibliography:

The concept of virtual reality (VR), which is used for diverse purposes such as visualization, entertainment, and distributed collaborative work, is discussed. The influence of different VR systems on the subjective perception of presence, co-presence, task contribution and task performance, and collaboration is investigated. The acceptance and rejection of language minorities by the language majority and the influence of social conditions on the outcome of language encounters in an Internet-based shared virtual environments (SVE) are also investigated. The status differences and stratification in SVEs are analyzed and the communication process in a SVE, which varies depending on the type of technical system being used is also analyzed.

New entry in Digiplay games research bibliography:

Physical leisure activities such as table tennis provide healthy exercise and can offer a means to connect with others socially; however, players have to be in the same physical location to play. Networked computer games support players in geographically distant locations, but their communication channel is often limited to text or audio only. Furthermore, recent input devices that encourage exertion often do not support adequate force-feedback. We have developed a networked table tennis-like game that is played with a real paddle and ball, augmented with a large-scale videoconference. Similar to networked computer games, this concept can support more than two locations, while simultaneously aiming to provide similar benefits known from traditional physical leisure activity such as exercise, enjoyment and bringing people together to socialize.

New entry in Digiplay games research bibliography:

Research has argued that social interaction is a primary driving force for gamers to continue to play Massive Multiple Online Role Playing Games (MMORPGs). However, one recent study argues that gamers don't really socialize with other players but play alone. Part of the confusion over whether players socialize much and/or enjoy socializing while playing MMORPGs may be due to the lack of a conceptual framework that adequately articulates what is meant by 'social interaction in MMORPGs to understand how users experience interactions within the game. This study utilized ethnography to map out social interaction within the game World of Warcraft. It provides a broad framework of the factors affecting social interaction. The framework developed can be further verified and modified for future research.

New entry in Digiplay games research bibliography:

Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery. Such experiences are considered important in the rehabilitation of forensic clients. The findings from videogame research within a general population are compared with those among mental health and forensic clients. Within the general population, videogames may provide opportunities for social interaction and the expression of creativity and humour as well as offering a graded approach to building computer skills. Within a forensic population, videogames have been found to be a normalising, age-appropriate and culturally appropriate activity, useful in engaging clients and improving self-concept and locus of control. The findings suggest that videogame play offers access to a safe virtual environment that encourages exploration and mastery and that it may be a useful therapeutic tool in secure settings where such opportunities are often limited. The use and potential contraindications of videogames within a forensic setting, the content of certain games and their possible influence on behaviour and the implications for future research are also discussed.

New entry in Digiplay games research bibliography:

Purpose - The computer has evolved from a tool used solely for business, research and governmental purposes to an instrument characterized by social interaction in virtual worlds. In this context, like-minded people can converse and interact online in ways that are both enjoyable and satisfying. However, virtual worlds also bring with them cause for concern. These concerns include but are not limited to - the loss of one's privacy, the fear of being exploited, and the loss of identity. This paper seeks to investigate the cur-rent state of affairs of online virtual worlds in terms of what many people deem acceptable and unacceptable forms of behavior. Design/methodology/approach - A study is presented that explores the unmonitored distribution of electronic materials through the internet. Available technologies are surveyed and recommendations made based on these analyses. Findings - This paper has shown that effective enforcement of online behavior is, at least, a very complicated undertaking - not one that will be quickly or easily solved. However, it demonstrates a number of techniques people may use today to protect themselves and those around them. Originality/value - A number of techniques are described to help people traverse virtual worlds in a safe secure and confident manner. This includes recommendations for people of all ages, from children through to adults.

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