2021
DOI: 10.1108/intr-11-2020-0622
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The engagement–addiction dilemma: an empirical evaluation of mobile user interface and mobile game affordance

Abstract: PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.Design/methodology/approachThe research model was em… Show more

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Cited by 34 publications
(39 citation statements)
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“…[ 22 ] studied addiction on short films, ref. [ 11 ] studied mobile addiction, ref. [ 12 ] studied mobile games addiction, and ref.…”
Section: Literature Review: Anxiety and Depression In Snmentioning
confidence: 99%
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“…[ 22 ] studied addiction on short films, ref. [ 11 ] studied mobile addiction, ref. [ 12 ] studied mobile games addiction, and ref.…”
Section: Literature Review: Anxiety and Depression In Snmentioning
confidence: 99%
“…Others use SNs for professional networking, such as LinkedIn, as well as for scientific research, such as ResearchGate. Still, negative consequences related to SNs are presented in many studies that relate the use of social networks to depression [ 1 , 2 , 3 , 4 , 5 , 6 , 7 ], anxiety [ 8 , 9 , 10 ], addiction [ 11 , 12 ], loneliness, stress [ 13 , 14 ], mental illness [ 15 ], social isolation [ 16 ] and many negative connotations as shall be seen in the coming sections.…”
Section: Introductionmentioning
confidence: 99%
“…[Organization 2020]. -Traduc ¸ão do autor Uma das causas para o aumento de pessoas em estado de vício é o fato de os designers terem buscado, ao longo das últimas décadas, desenvolver artefatos digitais cada vez mais engajadores (a fim de estimular o uso), ao passo que não deram a devida importância ao bem-estar dos usuários [Peters et al 2018], gerando um fenômeno chamado de "dilema do engajamento-vício" ("The engagement-addiction dilemma", em traduc ¸ão livre) [Yang and Gong 2021]. Esse dilema é caracterizado pela alta tensão entre a explorac ¸ão de elementos de jogos para um aumento exacerbado do engajamento e o desencadeamento de obsessão por parte dos jogadores [Charlton and Danforth 2010].…”
Section: Caracterizac ¸ãO Do Problema E Do Objetivounclassified
“…Uma vez que o desencadear de vício em jogos possui associac ¸ão com aspectos referentes ao design de jogos [Yang and Gong 2021] e esses aspectos muitas vezes incorrem no descumprimento de preceitos éticos que norteiam a pratica profissional da Computac ¸ão [IEEE 2020][Anderson 1992](como no caso dos DP [Zagal et al 2013]), o presente trabalho busca apresentar um conjunto de padrões(RP) que engajem e motivem o jogador sem que haja a incitac ¸ão ao vício, muito menos o descumprimento de normas éticas. Para que contribuam positivamente com o bem-estar do jogador, os padrões propostos devem convergir com a satisfac ¸ão das necessidades psicológicas básicas, presentes na SDT.…”
Section: Soluc ¸ãO Pretendida Para O Problemaunclassified
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