Online to offline social interaction on gaming motivations

Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.

2017 ◽  
Vol 30 (1) ◽  
pp. 139-162 ◽  
Author(s):  
Chuang-Chun Liu

Purpose Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) impact flow experience; this study also investigates how flow experience is related to replay intention. Furthermore, this is the first study to explore the relationship between perceived uncertainty and challenges in online gaming. Design/methodology/approach The proposed research model was empirically evaluated using survey data collected from online game players. The evaluation was conducted using partial least squares of structural equation modeling. Findings The findings revealed that flow experience was a significant predictor of replay intention. Four antecedents of flow (telepresence, focused attention, skills, and challenges) had a positive influence on flow experience. Interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) influenced these antecedents. Moreover, human-to-human interactivity exerted a greater impact on the flow experience antecedents than did human-to-machine-associated interactivity. This study reveals that human-to-human interactivity is most crucial to the effective development of online games. In addition, the author find that utilitarian motivations have positive moderating effects on the relationship between flow and replay intention. Finally, additional practical and managerial implications are discussed. Originality/value Few empirical studies have explored the moderating role of utilitarian motivations. This original study analyzed how utilitarian motivations moderate the relationships between flow and replay intention of online game players. Moreover, this is one of the first studies to explore the characteristic of uncertainty and its role in the context of online game playing.


2016 ◽  
Vol 19 (3) ◽  
pp. 265-296
Author(s):  
Richard D. Evans ◽  
◽  
Glenn R. Mueller ◽  

Metro market real estate cycles for office, industrial, retail, apartment, and hotel properties may be specified as first order Markov chains, which allow analysts to use a well-developed application, ¡§staying time¡¨. Anticipations for time spent at each cycle point are consistent with the perception of analysts that these cycle changes speed up, slow down, and pause over time. We find that these five different property types in U.S. markets appear to have different first order Markov chain specifications, with different staying time characteristics. Each of the five property types have their longest mean staying time at the troughs of recessions. Moreover, industrial and office markets have much longer mean staying times in very poor trough conditions. Most of the shortest mean staying times are in hyper supply and recession phases, with the range across property types being narrow in these cycle points. Analysts and investors should be able to use this research to better estimate future occupancy and rent estimates in their discounted cash flow (DCF) models.


1968 ◽  
Vol 5 (03) ◽  
pp. 648-668
Author(s):  
D. G. Lampard

In this paper we discuss a counter system whose output is a stochastic point process such that the time intervals between pairs of successive events form a first order Markov chain. Such processes may be regarded as next, in order of complexity, in a hierarchy of stochastic point processes, to “renewal” processes, which latter have been studied extensively. The main virtue of the particular system which is studied here is that virtually all its important statistical properties can be obtained in closed form and that it is physically realizable as an electronic device. As such it forms the basis for a laboratory generator whose output may be used for experimental work involving processes of this kind. Such statistical properties as the one and two-dimensional probability densities for the time intervals are considered in both the stationary and nonstationary state and also discussed are corresponding properties of the successive numbers arising in the stores of the counter system. In particular it is shown that the degree of coupling between successive time intervals may be adjusted in practice without altering the one dimensional probability density for the interval lengths. It is pointed out that operation of the counter system may also be regarded as a problem in queueing theory involving one server alternately serving two queues. A generalization of the counter system, whose inputs are normally a pair of statistically independent Poisson processes, to the case where one of the inputs is a renewal process is considered and leads to some interesting functional equations.


2017 ◽  
Vol 18 (1) ◽  
pp. 95-115
Author(s):  
Elena Carolina Li ◽  
Ding-Bang Luh

Motivation crucially influences the willingness to play online games. Game motivation can affect players’ flow experience and player’s companionship with their game roles or avatars. However, the relationship among game motivation, flow experience, and companionship is unclear; therefore, designing online games that improving the playing experience is difficult. This study chose online pet games as study samples, and this study used a game motivation scale, flow experience scale, and the Companionship Scale of Artificial Pets to identify the relationship among game motivation, flow experience, and companionship. According to 216 valid questionnaire responses, this study demonstrated that (a) game motivation for online pet game players was primarily immersion and achievement, (b) compared with achievement motivation, immersion motivation had a greater influence on flow experience and the development of player companionship with online pets, and (c) players with immersion and achievement motivation had a substantially enhanced flow experience and companionship with their online pets.


Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


1984 ◽  
Vol 16 (8-9) ◽  
pp. 147-153 ◽  
Author(s):  
Van-Thanh-Van Nguyen

The present study, a continuation of a previous work by the author, suggests a new theoretical approach to the characterization of the temporal pattern of storms. A storm is defined as a continuous run of non-zero one-hour rainfall depths. A general stochastic model is developed to determine the probability distributions of cumulative storm rainfall amounts at successive time intervals after the storm began. The previous model for characterizing storm temporal patterns was based on the assumption that hourly rainfall depths were independent and identically exponentially distributed random variables, while sequences of wet hours were modeled by a first-order stationary Markov chain. Hence, the model did only introduce dependence of wet hour occurences into the rainfall process through the first-order Markov chain. The present paper proposes a more general model that can take into account both the persistence in hourly rainfall occurrences and the dependence between successive hourly rainfall depths. Results of an illustrative example show that by accounting for the correlation structure of consecutive rainfall depths the present model gives a better fit to the observations than the previous one.


2017 ◽  
Vol 5 (2) ◽  
pp. 136
Author(s):  
Ami Saptiyono

AbstractOnline media is media that provides a variety of facilities and services for people in activities and meet their needs. This media allows everyone to do various  activities such as browsing , blogging , chat , update your status, upload and download data, and even play games . In this article , the researcher discuss how an online game players do face work in the activities of online gaming , especially in the game "Super Armada" , through autoethnography methods , as a method of doing descriptions experience of researcher in this online game , using face work theory as reference in researchKey words: Face work, Autoethnography, Media online.


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