This study investigates gamers’ learning styles and knowledge acquisition behavioural patterns. It argues that gamers usually have different characteristics transforming themselves to gain distinctive competencies. In other words, this study mitigates gamers’ mechanistically distinctive attitudes and behaviours, enhancing their cognitive combat readiness, that they are on convergent learning style, tacit-latent, and kinetic-active knowledge acquisitions. Methodologically, it uses a field-experimental design using the “Clash Royale” game. Then, this research measures playing performances by average decks’ score, card collection, battle deck combinations, and the usage of gold and gems. Moreover, it collects gamer respondents using a purposive sampling method by identifying them on social media and then challenging them to play. This research finds that gamers acquire new knowledge to enhance their capabilities with convergent learning styles and familiarity with the tacit-latent and kinetic-active knowledge types. Thus, it demonstrates its attitude and behavioural validities because their inner motives construct themselves always to win the game matches genuinely. Hence, it explains that gamers generally are brilliant young individuals whose impact is to create their tactically contemporary style due to the learning cycle ending in that convergent style. Likewise, these gamers simultaneously seek flexibility to enhance the game kinetically or elastically. The authors reveal that gamers’ mental models show their learning styles and knowledge acquisition behaviours explained by their strong personalities, such as curious, workaholic, prestigious, and hedonic emotions.
This study investigates the emergence of intellectual opportunism for game boosters in mobile social networks. It shows the supply and demand for upgrading game levels in mobile social networks. These supply and lucrative demand highlight a new temporary profession as game boosters. Game boosters facilitate framed newbie gamers who want to play at a higher game level without playing for a long time. This emergence of professionally game boosters is due to economic opportunism, promising their potential future incomes. Moreover, opportunistic mobile social networks (OMSNs) support the muscular appearance of the game booster profession. On the other hand, this study demonstrates that mobile social networks exploit hedonistic human needs by reflecting their behaviour and social relationships when building efficient and trustworthy business contracts. This study presents uniqueness supported by critical reasoning. First, it shows that the game booster phenomenon has emerged as a contemporary profession in society, promising future cash inflows above the average salaries of typical jobs. Second, this research demonstrates the sequential logic of economic opportunities, intellectual opportunism, and mobile social networks, constructing game boosters’ income generating. Nevertheless, this study acknowledges that the game booster profession has low integrity due to its members’ inconsistent and unprincipled virtues.
Research aims: This study investigates investor learning style in acquiring knowledge moderated by Information and Communications Technology (ICT).Design/Methodology/Approach: This study performed an online survey method, comprising 263 convergent-type and 210 assimilative-type as the final sample. The Structural Equation Model using Smart-PLS was employed to estimate the relationship of the latent variableResearch findings: The regression results revealed that convergent-type investors positively affected all knowledge acquisition dimensions due to their high experience and knowledge compared to assimilative-type, even with the help of ICT.Theoretical contribution/Originality: This research discloses comprehensive constructs of sophisticated and unsophisticated investors in acquiring knowledge. Widely, it contributes to the literature advancement related to investor learning style, knowledge acquisition, and the role of ICT.Practitioner/Policy implication: It can be used as an ideal individual construct in learning that can be embraced by financial consultants, capital market training institutions, and professional education. Thus, they are also responsible for developing investors' skills, especially novice investorsResearch limitation/Implication: This study did not fully capture the exact participants’ learning styles. Thus, future research is hoped to provide experimental approaches, reaching the natural cause-effect measurement of investor learning style and knowledge acquisition.
ER and Saputra MA (2022) Students' game addiction caused by multi-constructs and multi-dimensions: Self-controls, cognitive biases and opportunistic behaviours.
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