2009
DOI: 10.1007/s11423-009-9134-9
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Motivational engagement and video gaming: a mixed methods study

Abstract: A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results analyzed to identify patterns that influenced their propensity for gaming. Regression results revealed motivational engagement for gaming was related to gender, hours … Show more

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Cited by 188 publications
(144 citation statements)
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“…Hoffman and Nadelson (2010) examined motivation to participate in simulation as rooted in gender, task orientation, time consumption, and socialization. On the other hand, Kilburn and Kilburn (2012) postulated that high levels of participation and interest, rather than teacher mentoring were more crucial for team success.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Hoffman and Nadelson (2010) examined motivation to participate in simulation as rooted in gender, task orientation, time consumption, and socialization. On the other hand, Kilburn and Kilburn (2012) postulated that high levels of participation and interest, rather than teacher mentoring were more crucial for team success.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Game-players frequently report [9] entering a state of flow [10], which imp lies optimal conditions for learning, but a traditional questionnaire can break the flow of learning. Implicit (or stealth) evaluation during game-play does not have such disruptive effects on the game's immersion, and is therefore highly valuable to preserve student motivation.…”
Section: A Integrating the Game In The Educational Designmentioning
confidence: 99%
“…Engaged learners are likely to demonstrate positive attributes such as enthusiasm, optimism, curiosity, and interest (Rozendaal et al, 2010). Maximizing the players' engagement, requires for equilibrium to exist between the players' interest and the level of challenge exhibited by playing the game (Hoffman & Nadelson, 2010). For example, if the game is too easy for the learner, engagement decreases.…”
Section: Background Of the Problemmentioning
confidence: 99%
“…For example, if the game is too easy for the learner, engagement decreases. On the other hand, if the game offers the optimal level of challenge, then engagement is increased (Hoffman & Nadelson, 2010). …”
Section: Background Of the Problemmentioning
confidence: 99%
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