2013
DOI: 10.25300/misq/2013/37.1.05
|View full text |Cite
|
Sign up to set email alerts
|

Digital Games and Beyond: What Happens When Players Compete

Abstract: We thank the reviewers and the associate editor for their constructive comments and helping us improve the quality of the paper. We thank the senior editor for her tremendous help in steering this study toward a publishable contribution.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

6
138
0
3

Year Published

2017
2017
2024
2024

Publication Types

Select...
7
1
1

Relationship

0
9

Authors

Journals

citations
Cited by 192 publications
(147 citation statements)
references
References 79 publications
6
138
0
3
Order By: Relevance
“…The reason for this could be that in many educational electronic games, competitiveness is not required, while in sport and action fighting electronic games, competition between players is practiced (Sherry, Lucas, Greenberg, & Lachlan, 2006). As a result, in our study, it is likely that no competition behavior occurred, and when people play competitive electronic games and win, they enjoy themselves more (Liu, Li, & Santhanam, 2013). Furthermore, enjoyment increases self-concept (Przybylski et al, 2012).…”
Section: Discussionmentioning
confidence: 82%
“…The reason for this could be that in many educational electronic games, competitiveness is not required, while in sport and action fighting electronic games, competition between players is practiced (Sherry, Lucas, Greenberg, & Lachlan, 2006). As a result, in our study, it is likely that no competition behavior occurred, and when people play competitive electronic games and win, they enjoy themselves more (Liu, Li, & Santhanam, 2013). Furthermore, enjoyment increases self-concept (Przybylski et al, 2012).…”
Section: Discussionmentioning
confidence: 82%
“…Drivers' offering solutions through the goCatch platform evidences that, when applied to learning activities, these types of platform can influence the nature of user learning outcomes (Santhanam et al, 2008). Once companies such as goCatch implements and assesses game-like processes, they can identify failures and areas for improvement (Liu, Li, & Santhanam, 2013). From there, goCatch could review its processes more comprehensively to develop further designs that better satisfied its users' needs.…”
Section: Think They Really Embraced the Service From Day One That'mentioning
confidence: 99%
“…In our case, the goCatch application and points system allowed drivers to experience and become competent in earning points when interacting with it. The goPoints system introduced game elements, such as scoring (Charles, Charles, McNeil, Bustard, & Black, 2011), challenges in progression difficulty (Toups et al, 2011), and competition (Romero et al, 2012), which engaged both drivers and passengers and motivated them to use the service for longer and expend more effort on it (Liu et al, 2013). More specifically, the function of IT-enabled gamification-an emergent strategy in practice that goCatch used to engage taxi drivers to change their behaviors, develop their skills and drive innovation (Gartner, 2014)-played a central role in its strategy to engage taxi drivers and passengers.…”
Section: Outcomementioning
confidence: 99%
“…This shift in business models requires vendors to attract and capture users' continued interest, and to engage users to spend time in their system [5], [6]. Game industry is a prime context to study engagement, as the survival depends heavily on engagement [7], [8]. In hedonic contexts such as gaming, the implications are even more salient as multiple products compete for users' scarce attention.…”
Section: Introductionmentioning
confidence: 99%