multiplayer online games
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2022 ◽  
Author(s):  
Bastian Kordyaka ◽  
Jeanine Krath ◽  
Solip Park ◽  
Henrik Wesseloh ◽  
Samuli Laato

2022 ◽  
pp. 957-991
Author(s):  
Papia Bawa

Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for learning. Typically, DGBL approach may include a variety of game types, like those designed for educational purposes such as digital education games (DEGs), as well as those created for entertainment and commercial reasons, such as massively multiplayer online games (MMOs). Digital games do possess a significantly high capacity to keep users engaged, which is a potential that can be used to motivate learners to interact more deeply with their learning environments, and consequently enhance their performances. This study supports the hypothesis that both DEGs and MMOs can be instrumental in improving engagement and learning versus traditional teaching methods. The article shares the results of the mixed methods study that examined the use of one DEG and four MMOs in undergraduate courses within a community college. The results suggest that learner performance and engagement are enhanced when using DGBL for both types of games, versus the traditional teaching methods. Additionally, practitioner and future research implications are also discussed.


2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for technology integration in curricular modification, the study contributed to filling the gap in the literature regarding such stakeholder perceptions and added new insights regarding easy and affordable ways to successfully and effectively integrate MMOs within the curriculum in Higher Education disciplines.


2021 ◽  
Vol 12 ◽  
Author(s):  
Lisa Raith ◽  
Julie Bignill ◽  
Vasileios Stavropoulos ◽  
Prudence Millear ◽  
Andrew Allen ◽  
...  

Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits.Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13.Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality.Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated; (b) well-being constructs identified; and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.


2021 ◽  
Vol 38 ◽  
pp. 100407
Author(s):  
So-Jung Shin ◽  
Dahye Jeong ◽  
Eunil Park

Author(s):  
Manuela Linares ◽  
M. Dolores Gallego ◽  
Salvador Bueno

This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partial least squares (PLS-SEM) methodology. This PLS-SEM model has been defined using a combination of the technology acceptance model (TAM) and the self-determination theory (SDT), comprising eight constructs: (1) autonomy and competence, (2) relatedness, (3) achievement and challenge, (4) flow experience, (5) perceived enjoyment, (6) social well-being, (7) perceived ease of use, and (8) continuance intention. The findings reveal that continuance intention impacts on social well-being. Moreover, the pivotal role of flow experience for continuance intention has been demonstrated. Additionally, continuance intention has been impacted by the perceived enjoyment, showing that it is a key construct for the acceptance of massively multiplayer online games. Thus, two contributions are highlighted. First, these results provide the gaming industry and software developer companies with considerations on gamers’ motivations in the online game design, in order to stimulate and incentivize its use. Second, the present study can be useful for academicians and practitioners to understand the online gamers’ emotions and well-being, showing some light over their psychology and mental health. Finally, limitations and future directions are exposed.


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