1992
DOI: 10.1080/08886504.1992.10782018
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Intrinsic Motivation in Microcomputer Games

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Cited by 12 publications
(7 citation statements)
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“…Westrom & Shaban, 1992 these results came from players and developers themselves, they capture the overall mental model of experienced gamers. Thus, it can be inferred that this audience may view games as primarily goal-oriented systems.…”
Section: Discussionmentioning
confidence: 99%
“…Westrom & Shaban, 1992 these results came from players and developers themselves, they capture the overall mental model of experienced gamers. Thus, it can be inferred that this audience may view games as primarily goal-oriented systems.…”
Section: Discussionmentioning
confidence: 99%
“…A majority of this literature focuses on the impact of games on motivation and attitudinal valuing. For example, Westrom and Shaban (1992) found that as participants gained experience on a game (i.e., LODE RUNNER), the game became less challenging and curiosity diminished, thereby reducing participant motivation. These authors also looked at the influence of control using MISSION: ALGEBRA and found that participants maintained motivation when given the opportunity to choose their own missions, create and edit missions, and adjust the game's difficulty level (i.e., control).…”
Section: Affective Outcomesmentioning
confidence: 99%
“…The key elements making a game motivational and compelling match the four intrinsic motivators suggested by Malone and Lepper (1987): challenge, curiosity, control, and fantasy. The four motivators can enhance the appeal of, interest in, and motivation for learning and can positively affect academic performance (Jonassen & Grabowski, 1993;Westrom & Shaban, 1992). Therefore, game-based learning could invoke students' interest and engagement in learning.…”
mentioning
confidence: 99%