2014
DOI: 10.1016/j.chb.2013.07.013
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What makes good games go viral? The role of technology use, efficacy, emotion and enjoyment in players’ decision to share a prosocial digital game

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Cited by 57 publications
(38 citation statements)
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References 28 publications
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“…Similar results have been observed for the sharing of electronic content as well. In a study of individuals who had played a "serious game" designed to spread awareness about the genocide crisis in the Darfur region of Sudan and motivate activism, E.L. Cohen (2014) found that players' negative emotional reactions to the game motivated them to share the educational game with others, perhaps as a way to cope with their aversive affect. Collectively, this research suggests that negative affect such as grief, should motivate social sharing online.…”
Section: Information Diffusionmentioning
confidence: 98%
“…Similar results have been observed for the sharing of electronic content as well. In a study of individuals who had played a "serious game" designed to spread awareness about the genocide crisis in the Darfur region of Sudan and motivate activism, E.L. Cohen (2014) found that players' negative emotional reactions to the game motivated them to share the educational game with others, perhaps as a way to cope with their aversive affect. Collectively, this research suggests that negative affect such as grief, should motivate social sharing online.…”
Section: Information Diffusionmentioning
confidence: 98%
“…It is not only a mere learning platform, but also a learning community that brings users together and builds relationships [26]. Learning foreign languages is a universal international factor uniting likeminded individuals all over the World.…”
Section: Research Objectivesmentioning
confidence: 99%
“…It is necessary to ensure that the virality coefficient (the K-factor) is significant, which for a number of products is difficult and even unattainable. The volume of users with this approach is growing exponentially until it reaches saturation [9]. The product can contain features from both approaches, with the emphasis on monetization and the emphasis on expanding the user base.…”
Section: Introduction Imentioning
confidence: 99%