Collaborate and Share: An Experimental Study of the Effects of Task and Reward Interdependencies in Online Games
@article{Choi2007CollaborateAS, title={Collaborate and Share: An Experimental Study of the Effects of Task and Reward Interdependencies in Online Games}, author={Boreum Choi and Inseong Lee and Dongseong Choi and Jinwoo Kim}, journal={Cyberpsychology \& behavior : the impact of the Internet, multimedia and virtual reality on behavior and society}, year={2007}, volume={10 4}, pages={ 591-5 } }
Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a…
41 Citations
Multi-agent simulations for the evaluation of Looting Systems design in MMOG and MOBA games
- Computer ScienceSimul. Model. Pract. Theory
- 2018
Theoretical Background 2 . 1 . Interaction and Performance in Massively Multiplayer Online Games
- Business
- 2010
Johannes Putzke University of Cologne putzke@wim.uni-koeln.de Kai Fischbach University of Cologne fischbach@wim.uni-koeln.de Detlef Schoder University of Cologne schoder@wim.uni-koeln.de This article…
The Evolution of Interaction Networks in Massively Multiplayer Online Games
- BusinessJ. Assoc. Inf. Syst.
- 2010
The results indicate that the structural effects and demographic variables active in the real world influence the evolution of the players’ interaction network in MMOGs, but do not provide evidence that players�’ structural embeddedness in the interaction network influences player performance.
In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs
- PsychologyCHI
- 2020
By developing a measure of in-game social anxiety, this study finds that although fear and apprehension of socializing in the physical and game worlds are related, they differently affect preferences, behaviours, and experiences.
Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty
- Business, EconomicsJ. Comput. Mediat. Commun.
- 2012
Relationships among gaming challenge, interdependence, and gamer loyalty are investigated to provide game designers with further insight into how to strengthen gamer loyalty directly and indirectly by enhancing gamer-gamer interDependence.
Self-Regulated Learning in Video Game Environments
- Psychology, Education
- 2009
Video games engage players in rapid and complex interactions of self-regulatory processes. The way individuals regulate their cognitive, affective, and behavioral process while playing electronic…
Flow and cooperative learning in civic game play
- SociologyNew Media Soc.
- 2012
It is found that high quality cooperative learning contributed to acquiring civic knowledge and skills and flow was more influential for developing dispositions to empathy and interest in learning more about the game topics.
Social Flow and Learning in Digital Games: A Conceptual Model and Research Agenda
- EducationSerious Games and Edutainment Applications
- 2011
This chapter synthesizes the relevant literature to conceptualize how games might foster flow and cooperative learning through social play and proposes a theoretical model and lays out a research agenda that can help guide future studies of social gameflow and learning, and inform the design of educational games and learning contexts.
Massively Multiplayer Game-based Education
- EducationJournal of Modern Science
- 2019
It has been reasoned that game use and gamification in education is highly subjective and its effectiveness cannot be generalized for specific group, so turning education system into massive game could be most promising research direction.
References
SHOWING 1-10 OF 13 REFERENCES
Incentives and cooperation: the joint effects of task and reward interdependence on group performance
- Psychology
- 1997
We examine the joint effects of task interdependence and reward interdependence on group behavior and performance. We develop a model that predicts that task and reward interdependence will interact…
Why do people play on-line games? An extended TAM with social influences and flow experience
- BusinessInf. Manag.
- 2004
Demographic Factors and Playing Variables in Online Computer Gaming
- EducationCyberpsychology Behav. Soc. Netw.
- 2004
An online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest, and showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age.
Task interdependence and job design: test of a theory.
- PsychologyOrganizational behavior and human performance
- 1983
Measuring the Customer Experience in Online Environments: A Structural Modeling Approach
- Business
- 2000
A structural model based on the previous conceptual model of flow that embodies the components of what makes for a compelling online experience is developed and provides marketing scientists with operational definitions of key model constructs and establishes reliability and validity in a comprehensive measurement framework.
Rules of play: game design fundamentals
- Art
- 2003
This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games. Also included are concepts, strategies,…
The Justice Motive in Social Behavior: Introduction
- Law
- 1975
The articles in this issue enable one to examine the assumptions social observers have employed to understand the role which “justice” plays in human endeavors. Justice is seen by some as a…
User Acceptance of Hedonic Information Systems
- BusinessMIS Q.
- 2004
The paper concludes that the hedonic nature of an information system is an important boundary condition to the validity of the technology acceptance model and perceived usefulness loses its dominant predictive value in favor of ease of use and enjoyment.
An Examination of Adams' Theory of Inequity
- Economics
- 1971
This paper examines the empirical evidence for Adams' theory of inequity. Studies testing propositions concerning the effects of inequity on performance and on allocation of rewards, and concerning…