2016
DOI: 10.1007/978-3-319-29904-4_9
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Explorations in Player Motivations: Gamer Profiles

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Cited by 6 publications
(7 citation statements)
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“…In fact, some research shows that it has a great impact on motivation [22]. This is especially because different gaming situations could satisfy different psychological needs, including power, achievement, information and relationship [23]. This means that elements of fun, enjoyment, control, autonomy and flow experiences should be relevant to the construction of intrinsic motivation.…”
Section: Motivation In Gamificationmentioning
confidence: 99%
“…In fact, some research shows that it has a great impact on motivation [22]. This is especially because different gaming situations could satisfy different psychological needs, including power, achievement, information and relationship [23]. This means that elements of fun, enjoyment, control, autonomy and flow experiences should be relevant to the construction of intrinsic motivation.…”
Section: Motivation In Gamificationmentioning
confidence: 99%
“…Game Modding: The majority of prior work on game modding focused on the cultural, social and economical aspects of modding. For example, several studies focused on the types of mods that exist and the motivations of developers and players for modding and using mods [10,24,31,48,57]. In addition, several studies investigated the relation and mutual benefits between a game and its mod developers [4,17,26,43,56].…”
Section: Related Workmentioning
confidence: 99%
“…Such concepts have been recently also applied to gaming practices (see Banks & Pott, 2010;Djaouti, Alvarez, & Jessel, 2010), considering a large array of phenomena such as users' customization of game options through the video game's interface; game conversions (which includes modification, or modding, of in-game characters, objects, play levels, games rules and play mechanics); the use of Machinima and particular forms of modding with artistic purposes; and custom gaming PCs and game console hacking (Scacchi, 2010). Bostan and Kaplancali (2010) recognize the innovation function of modding related to digital game industry, considering the activity of modifying video games as an example of a shift from participatory culture to participatory design. Sotamaa (2010a) underlines that the study of players as fans can contribute to the challenge of the idea that video games are antisocial and isolating, considering the motivation and the shared values of a particular community of modders.…”
Section: )mentioning
confidence: 99%