Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025623
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Understanding Gaming Perceptions and Experiences in a Women's College Community

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Cited by 19 publications
(12 citation statements)
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“…While the PENS and IMI were clearly the most popular SDTbased measures used, a total of 15 papers assessed SDT concepts by alternative means. Specifically, we observed the measurement of basic need satisfaction via the Ubisoft Perceived Experience Questionnaire (UPEQ) [108], Player Experience Inventory (PXI) [83], and Basic Psychological Need Satisfaction scale (BPNS) [54]; intrinsic motivation via measures of free-choice behaviour [17,29,112,113], and scale items adapted from other measures [15,133]; intrinsic and extrinsic motivations via the Situational Motivation Scale (SIMS) [2,20,87], Gaming Motivation Scale (GAMS) [170], and Exercise Self-Regulation Scale (SRQ-E) [86]; and autonomy support via the Sport Climate Questionnaire (SCQ) [6].…”
Section: Methodsmentioning
confidence: 99%
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“…While the PENS and IMI were clearly the most popular SDTbased measures used, a total of 15 papers assessed SDT concepts by alternative means. Specifically, we observed the measurement of basic need satisfaction via the Ubisoft Perceived Experience Questionnaire (UPEQ) [108], Player Experience Inventory (PXI) [83], and Basic Psychological Need Satisfaction scale (BPNS) [54]; intrinsic motivation via measures of free-choice behaviour [17,29,112,113], and scale items adapted from other measures [15,133]; intrinsic and extrinsic motivations via the Situational Motivation Scale (SIMS) [2,20,87], Gaming Motivation Scale (GAMS) [170], and Exercise Self-Regulation Scale (SRQ-E) [86]; and autonomy support via the Sport Climate Questionnaire (SCQ) [6].…”
Section: Methodsmentioning
confidence: 99%
“…The remaining papers varied widely in subject matter -for example, employing SDT to pursue more realistic player AI [73,154]; understand women's motivations, attitudes, and experiences with respect to videogame play [170]; and evaluate the effectiveness of game-based advertisements [4].…”
Section: Research Domainsmentioning
confidence: 99%
“…Hackerspaces, makerspaces, game jams, and hackathons are all examples of informal learning environments (ILEs) [18], which provide contextualized, motivating spaces that facilitate personal meaning. Incorporating making into educational contexts supports the growth and long-term attitudes of students towards science and STEM in general [12,37,44,51,53]. Therefore, there is increasing support in the public domain for the appropriation of these formats in places like schools, libraries, cities, and museums as "new" approaches to engaging communities [16,18,31,46].…”
Section: Related Workmentioning
confidence: 99%
“…These events have emerged as a way to generate and inspire novel game ideas and new ways of thinking [10]. Recent efforts show that while gaming is no longer necessarily a boys' "club house" [53], the continuation of overt discriminatory actions or frequent microaggressions [45] demonstrate a pervasive gendered tint to what community members perceive as being "a maker" or "a gamer" [15]. Game jams can provide benefits that have "intrinsic value" such as making new friends, business partnerships, portfolio pieces, development practice, skill acquisition, and improved confidence in personal abilities [55].…”
Section: Related Workmentioning
confidence: 99%
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