2017
DOI: 10.1016/j.chb.2016.12.053
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Exploring how individual traits influence enjoyment in a mobile learning game

Abstract: This study investigated individual traits as predictors of game enjoyment by including learning style, intrinsic motivation, collaboration skills, and computer game attitude as key parts of a model that also included achievement. Results of correlation and regression analyses revealed that intrinsic motivation was the only variable to predict game enjoyment. This supports the conceptualization of enjoyment as need satisfaction of intrinsic needs. Enjoyment was also found to be positively correlated with achiev… Show more

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Cited by 78 publications
(39 citation statements)
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“…An explanation might be that when students perceive the app as enhancing their capability (i.e., their proficiency and skillfulness) in learning, they may be more apt to continue using it in the future. Perceived competence represents the extent to which an individual believes that he or she has performed or is able to perform well at an activity (Baek & Touati, 2017;Froiland & Oros, 2014;Jeno, Grytnes, & Vandvik, 2017). This implies that individuals have an innate need to evaluate their own mastery and effectiveness and attain desired outcomes, when dealing with his or her environment.…”
Section: Discussionmentioning
confidence: 99%
“…An explanation might be that when students perceive the app as enhancing their capability (i.e., their proficiency and skillfulness) in learning, they may be more apt to continue using it in the future. Perceived competence represents the extent to which an individual believes that he or she has performed or is able to perform well at an activity (Baek & Touati, 2017;Froiland & Oros, 2014;Jeno, Grytnes, & Vandvik, 2017). This implies that individuals have an innate need to evaluate their own mastery and effectiveness and attain desired outcomes, when dealing with his or her environment.…”
Section: Discussionmentioning
confidence: 99%
“…Enjoyment is a positive emotion that can be experienced in both leisure and working activities. Increasing enjoyment will improve student learning processes because its effects are positively related to good outcomes (Baek & Touati, 2017) and academic achievement (Torres-Díaz, Duart, Gómez-Alvarado, Marín-Gutiérrez, & Segarra-Faggioni, 2016). The lack of enjoyment can cause school failure and disengagement (Shernoff, Csikzentmihalyi, Schneider, & Shernoff, 2003).…”
Section: The Affective Dimension Of Engagement Processmentioning
confidence: 99%
“…与过去相比,消费者花费在游戏的时间与金钱比以往更甚。游戏不仅是娱乐活动,其趣 味性在社交、教育、广告媒体、商务运营等方面也具有一定的效用 [1][2][3] 。mSNGs是一种在社会 网络服务(social network services, SNS)运行下使用移动设备和亲友互动的社交游戏app,通过 游戏玩家之间的信息传播、话题讨论与竞争协作可增强在现实生活中的关系和联系 [4] 。随着 移动设备与游戏开发的增加,网游产业逐渐由官方宣传的传统分销渠道转为用户口碑的社会 化传播渠道,手游市场规模也大幅超越端游市场 [5][6] 。因此,Facebook、Twitter、WeChat、QQ、 等社交媒体成为人们与亲友之间传递信息、沟通交流、休闲娱乐和游戏竞技的重要平台, mSNGs在全球SNS发展中也日益普及 [4,7] 。然而,游戏的创新发展同时有益于教育学习 [8][9][10][11] 和 营销传播 [2,[12][13] ,而且产品与技术不断地推陈出新,因此从正面角度去探讨手游玩家忠诚度的 影响因素,将有助于手游公司维系忠诚顾客以提升企业获利、降低争取新顾客的成本 [14] 。 综上所述,本文目的是通过mSNGs实证,检验资讯性、互动性、娱乐性与信任对于玩家 忠诚度的影响效果,为游戏厂商提供管理意涵,以及增加忠诚度前因研究的理论意义。 2.文献回顾 2.1 资讯性、互动性和娱乐性 资讯性(information)是为使用者提供丰富、具有帮助的信息,而使用SNS的主要动机是从 相关渠道获得多种有用的信息,包括及时从mSNGs取得促销服务、近期更新或其他所需的内 容 [7] 。互动性(interaction)是指人、群体或事物之间的相互作用或影响 [15] 。线上游戏的互动可 分为使用者─系统及使用者─使用者之间的互动,人机互动能提供客制化、有意义的游戏体 验,使用者之间的互动则是个体与他人进行沟通或社交活动的行为,可由玩家参与社交活动 的频率来评估 [16] 。娱乐性(playfulness)是个体在某段期间内的活动体验或对熟悉情景产生的乐 趣,如同内在动机,并随着时间、环境和互动状态的不同而有所变化。个体对网络环境若有 比较正面的兴趣,表示其专注程度、愉悦感和好奇心比较强烈,对网络互动也会更正面 [17][18] 。 2.2 信任和忠诚度 信任(trust)是一种经济交换关系,是长时间发展出来的直接经验 [19] 。本研究将线上手游玩 家的信任定义为,游戏玩家对于提供产品和服务的厂商,经过长时间积累的信赖和信心程度。 忠诚度(loyalty)是关于消费者透过对某一品牌认知、试用与重复等过程,进而持续购买其产品 或服务程度 [20] ;无论线上或线下环境,留住旧顾客比争取新顾客的成本还低,而减少顾客流 失率亦可提高企业利润,可见忠诚度的维系对于企业运营极为重要 [14,21] 。 网络忠诚度(e-loyalty)是指消费者再次网购或重访网站的意向 [22][23] ,移动忠诚度(m-loyalty) 是指移动环境中的顾客忠诚 [22] 。过去研究显示信息质量是移动网络中的关键因子,并能强化 移动服务中的顾客忠诚 [24] ;互动性和娱乐性对使用态度有显著的正向影响 [18,25] ,甚至与信任、 移动忠诚度呈现高度相关 [16,22] 。因此,本文提出研究假设如下: H1: 资讯性、互动性和娱乐性对信任有正向影响 H2: 资讯性、互动性和娱乐性对忠诚度有正向影响 H3: 信任对忠诚度有正向影响。(a)资讯性会通过信任对忠诚度产生影响;(b)互动性会通 过信任对忠诚度产生影响; (c)娱乐性会通过信任对忠诚度产生影响。…”
Section: .引言unclassified