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Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions

机译:开发视频游戏模型:动机,满意度和持续意图

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Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch , and Hearthstone , for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.
机译:背景。随着视频游戏的使用持续上升,重要的是要理解为什么人们选择和继续玩游戏。目的。本研究介绍了一个理论框架,用于探讨游戏动机,满意度,持续意图和游戏之间的关系。方法。为了审查这些关系,从353名参与者收集了调查数据,这些参与者在过去三个月内至少有10个小时的传说,魔兽世界,魔兽世界,魔兽世界,魔兽世界。测试了一系列结构方程模型,以识别具有最佳有效性和适合的模型。所有构建体都来自先前验证的措施。由特洛伊木马球员的类型学测量的动机,其评估了故事驱动,完成主义,竞争对手,逃生剂,智慧裤和社会事业动机。使用游戏用户体验满意度(猜测)测量满意度,这些规模(猜测)评估满足可用性/可玩性,叙述,发挥创业,享受,创意自由,音频美学,个人满足,社会连接和视觉美学。持续意图使用4项规模测量。结果。最终模型表明,动机与满意度正相关,同时满足与持续意图和每周发挥时间呈正相关。动机占满足差异的20%,故事驱动的动机是最强的预测因素。此外,满意度占持续意图方差的47%,每周游戏时间的8%的差异。结论。游戏动机的个体差异是玩家满足的重要组成部分。此外,满意度似乎是球员的打算继续使用游戏的核心。

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