2015
DOI: 10.1016/j.chb.2015.02.011
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Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment

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Cited by 127 publications
(103 citation statements)
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“…Customization, defined as a site's or device's ability to modify itself or to be modified by users, is one of the most important interface design features in m-commerce [35][36][37][38]. This paper focuses on user customization, highlighting the effect of functional customization on perceived control [39]. In the mobile payment field, customization is related to functional features, and it can be classified into customization of information functions, payment methods, and security settings [5].…”
Section: Interface Design Perceived Control and Perceived Securitymentioning
confidence: 99%
“…Customization, defined as a site's or device's ability to modify itself or to be modified by users, is one of the most important interface design features in m-commerce [35][36][37][38]. This paper focuses on user customization, highlighting the effect of functional customization on perceived control [39]. In the mobile payment field, customization is related to functional features, and it can be classified into customization of information functions, payment methods, and security settings [5].…”
Section: Interface Design Perceived Control and Perceived Securitymentioning
confidence: 99%
“…Second, our understanding is limited with regard to promoting emotional attachment to technology. Research has shown that emotional attachment is stronger when individuals believe that their technology is an extension of themselves (Kim et al, 2015). This can occur when individuals believe their technology is similar to themselves (Malhotra & Galletta, 1999;Suh et al, 2011) (Carpenter, 2016;Groom & Nass, 2007;Turkle, 2010).…”
Section: Emotions Emotional Attachment and Technology Usementioning
confidence: 99%
“…An emotional bond is often established in the process (Mugge et al, 2009;Wallendorf & Arnould, 1988). Identification through self-extension has been shown to promote emotional attachment with consumer products such as shoes, bicycles, and cars (Franke & Piller, 2003;Schifferstein & Zwartkruis-Pelgrim, 2008;Schultz, Kleine, & Kernan, 1989) and with personal technological artifacts such as mobile phones (Carter, Grover, & Thatcher, 2013;Vincent, 2006) and avatars (Belk, 2013;Kim et al, 2015). Likewise, in teams working with robots, when team members identify with their robot they will likely attach a special meaning to their relationship with it.…”
Section: Robot Identification and Emotional Attachmentmentioning
confidence: 99%
“…For example, the most widespread and earliest use of personalisation was in providing explicit advice to players (Bakkes et al 2012(Bakkes et al , 2013. Since then, personalisation has been found to produce benefits such as improved player satisfaction (Teng 2010), game enjoyment (Kim et al 2015), and game engagement (Das et al 2015). However, the application of personalisation to collaborative games specifically has received very limited attention within the research literature, and, overall, personalisation has been highlighted as an area of games where more empirical work and advances are needed (Caroux et al 2015).…”
Section: Introductionmentioning
confidence: 99%