Creatability, achievability, and immersibility: New game design elements that increase online game usage

IF 20.1 1区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE
Ching-I Teng , Tzu-Ling Huang , Guan-Ling Huang , Chieh-Ni Wu , T.C.E. Cheng , Gen-Yih Liao
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引用次数: 0

Abstract

Online games are popular technology-enabled applications designed to satisfy a wide range of player needs. Self-determination theory (SDT) has been used in past online game studies to explain player satisfaction, but it is rarely used to examine game design as a trigger for player satisfaction, which reveals a research gap. This gap keeps game makers in the dark about the design of games that effectively satisfy players, throwing gamers’ ongoing game usage into doubt. Aiming to fill this gap, we proposed three new game design elements and examined their impacts on player satisfaction, continuance, and usage. We followed 546 participants who responded to our online survey and permitted us to collect their system-captured game usage data, generating two-wave and two-source data. We found that game achievability and game immersibility are game design elements that satisfy players. Competence satisfaction and autonomy satisfaction—but not relatedness satisfaction—are characteristics that secure players’ continuance and actual usage. Two replication studies were conducted to further verify these findings. Our study extends SDT backward to examine the game-contextualized triggers of satisfaction. These theorized triggers showcase game system design, theoretically clarifying the means of using SDT to design games, and providing practical insights to guide game makers in securing player continuance and actual usage.

创造性、可实现性和沉浸性:提高在线游戏使用率的新游戏设计元素
在线游戏是一种流行的技术应用程序,旨在满足广泛的玩家需求。在过去的网络游戏研究中,自决理论(SDT)被用来解释玩家满意度,但很少被用来检验游戏设计是玩家满意度的触发因素,这揭示了一个研究空白。这一差距让游戏开发者对能够有效满足玩家的游戏设计一无所知,让玩家对游戏的持续使用产生怀疑。为了填补这一空白,我们提出了三种新的游戏设计元素,并研究了它们对玩家满意度、持续性和使用率的影响。我们跟踪了546名参与在线调查的参与者,并允许我们收集他们的系统捕获的游戏使用数据,生成两波和两源数据。我们发现游戏可实现性和游戏沉浸性是满足玩家的游戏设计元素。能力满意度和自主性满意度是保证玩家持续和实际使用的特征,而非亲缘性满意度。为了进一步验证这些发现,进行了两项重复研究。我们的研究将SDT向后扩展,以检验游戏情境化的满足感触发因素。这些理论化的触发器展示了游戏系统设计,从理论上阐明了使用SDT设计游戏的方法,并为指导游戏制作者确保玩家的持续性和实际使用提供了实际见解。
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来源期刊
International Journal of Information Management
International Journal of Information Management INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
53.10
自引率
6.20%
发文量
111
审稿时长
24 days
期刊介绍: The International Journal of Information Management (IJIM) is a distinguished, international, and peer-reviewed journal dedicated to providing its readers with top-notch analysis and discussions within the evolving field of information management. Key features of the journal include: Comprehensive Coverage: IJIM keeps readers informed with major papers, reports, and reviews. Topical Relevance: The journal remains current and relevant through Viewpoint articles and regular features like Research Notes, Case Studies, and a Reviews section, ensuring readers are updated on contemporary issues. Focus on Quality: IJIM prioritizes high-quality papers that address contemporary issues in information management.
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