Design factors of mobile game for increasing gamer's flow experience

Author(s):  
J. C. Chou ◽  
C. Hung ◽  
Y. Hung
2016 ◽  
Vol 63 ◽  
pp. 240-248 ◽  
Author(s):  
Yu-Shan Su ◽  
Wei-Lun Chiang ◽  
Chin-Tarn James Lee ◽  
Han-Chao Chang
Keyword(s):  

2016 ◽  
Vol 8 (1) ◽  
pp. 83-102 ◽  
Author(s):  
Shang Gao ◽  
John Krogstie ◽  
Zhe Zang

This research examines the potential factors which influence users' intention to play mobile games. Through the employment of structural equation modeling technology, a research model extending the technology acceptance model (TAM) with flow experience and social norms is proposed. This research model was empirically evaluated using survey data collected from 565 users in the largest city in central China. And eleven research hypotheses were proposed. Eight hypotheses were positively supported on a significant level, while three hypotheses were rejected in this study. The result indicated that attitude and flow experience explained about 66% of users' intention to play mobile games. It was found that social norms did not have a direct effect on the intention to play a mobile game. However, it affected the attitude directly. In addition, flow experience, perceived ease of use and perceived usefulness all had direct effects on users' attitudes toward playing a mobile game. The research findings demonstrated that flow experience play an important role in the adoption of mobile games.


Author(s):  
Rex Perez Bringula ◽  
Edison Cabrera ◽  
Princess B. Calmerin ◽  
Eduardo A. Lao ◽  
Christian Gerard Sembrano ◽  
...  

This one-group pretest-posttest experimental design study presented the effects of mobile game on students' disaster response learning. It also determined which of the usability features of the game might influence learning of students. Ninety-eight students utilized the game for three consecutive days (i.e., the intervention period). It was shown students learn significantly in terms of responding to fire, flood, tsunami, and volcanic eruption but not on storm and earthquake situations. The game did not contribute significantly to the knowledge of the students on storms since students are already attuned to storms. Students did not achieve a significant learning gains in earthquake test items because earthquake drills were conducted in local, institutional, and national levels before the study was initiated. Aesthetics was the only usability design factor that can influence learning. Thus, the null hypothesis stating that the usability design factors do not influence students learning was partially rejected. Recommendations were also offered.


Author(s):  
Rex Perez Bringula ◽  
Edison Cabrera ◽  
Princess B. Calmerin ◽  
Eduardo A. Lao ◽  
Christian Gerard Sembrano ◽  
...  

This one-group pretest-posttest experimental design study presents the effects of mobile games on students' disaster response learning. It also determines which of the usability features of the game might influence learning of students. Ninety-eight students utilized the game for three consecutive days (i.e., the intervention period). Students learn significantly in terms of responding to fire, flood, tsunami, and volcanic eruption but not on storm and earthquake situations. The game did not contribute significantly to the knowledge of the students on storms since students are already attuned to storms. Students did not achieve significant learning gains in earthquake test items because earthquake drills were conducted in local, institutional, and national levels before the study was initiated. Aesthetics was the only usability design factor that can influence learning. Thus, the null hypothesis stating that the usability design factors do not influence students learning was partially rejected. Recommendations were also offered.


2018 ◽  
Vol 31 (4) ◽  
pp. 948-965 ◽  
Author(s):  
Yanni Liu ◽  
Dongsheng Liu ◽  
Yufei Yuan ◽  
Norm Archer

Purpose The purpose of this paper is to investigate users’ continuous adoption behaviors on mobile game playing from the perspective of situational habit formation. Design/methodology/approach Based on the literature research, a continuous adoption model for situational mobile game is proposed. And the research model is assessed based on data gathered from a sample of 226 mobile game players by employing the structural equation model methodology. Findings The results show that situational cues represented by availability, perceived ease of use and diversion lead to repeated performance that can be represented by flow experience and satisfaction in the situational mobile game playing context. But only flow experience and diversion influence continuous usage directly. Additionally diversion, as a critical situational variable, not only indirectly affects continuous usage intention through flow experience, but also directly affects continuous usage intention for situational mobile game playing. Originality/value Mobile game adoption has been studied from different perspectives, but most research is based on the technology acceptance model. They could not explain the common fact that young people tend to be highly motivated by mobile games and can be regarded as pro-active mobile game players, but many people play mobile games only when they are bored and need a diversion. So this study attempts to illustrate the phenomena to fill the gaps.


2014 ◽  
Author(s):  
John G. Vongas ◽  
Kaspar Schattke ◽  
Raghid Al Hajj ◽  
Pauline Aldon ◽  
Robert Oppenheimer

2007 ◽  
Author(s):  
Nectarios Stavrou ◽  
Maria Psychountaki ◽  
Yannis Zervas
Keyword(s):  

2010 ◽  
Author(s):  
Anja Schiepe ◽  
Oliver C. Schultheiss ◽  
Hugo Kehr

2010 ◽  
Author(s):  
Stephen A. Russo ◽  
Thomas M. McDonagh ◽  
James C. Campbell ◽  
David Scarisbrick
Keyword(s):  

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