Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/108587
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dc.contributorDepartment of Logistics and Maritime Studies-
dc.creatorTeng, CI-
dc.creatorHuang, TL-
dc.creatorHuang, GL-
dc.creatorWu, CN-
dc.creatorCheng, TCE-
dc.creatorLiao, GY-
dc.date.accessioned2024-08-19T01:59:15Z-
dc.date.available2024-08-19T01:59:15Z-
dc.identifier.issn0268-4012-
dc.identifier.urihttp://hdl.handle.net/10397/108587-
dc.language.isoenen_US
dc.publisherElsevier Ltden_US
dc.rights© 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).en_US
dc.rightsThe following publication Teng, C.-I., Huang, T.-L., Huang, G.-L., Wu, C.-N., Cheng, T. C. E., & Liao, G.-Y. (2024). Creatability, achievability, and immersibility: New game design elements that increase online game usage. International Journal of Information Management, 75, 102732 is available at https://doi.org/10.1016/j.ijinfomgt.2023.102732.en_US
dc.subjectAutonomyen_US
dc.subjectCompetenceen_US
dc.subjectContinuanceen_US
dc.subjectEngagementen_US
dc.subjectGame useen_US
dc.subjectMotivationen_US
dc.subjectOnline gameen_US
dc.subjectRelatednessen_US
dc.subjectSatisfactionen_US
dc.subjectSelf-determination theoryen_US
dc.titleCreatability, achievability, and immersibility : new game design elements that increase online game usageen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume75-
dc.identifier.doi10.1016/j.ijinfomgt.2023.102732-
dcterms.abstractOnline games are popular technology-enabled applications designed to satisfy a wide range of player needs. Self-determination theory (SDT) has been used in past online game studies to explain player satisfaction, but it is rarely used to examine game design as a trigger for player satisfaction, which reveals a research gap. This gap keeps game makers in the dark about the design of games that effectively satisfy players, throwing gamers’ ongoing game usage into doubt. Aiming to fill this gap, we proposed three new game design elements and examined their impacts on player satisfaction, continuance, and usage. We followed 546 participants who responded to our online survey and permitted us to collect their system-captured game usage data, generating two-wave and two-source data. We found that game achievability and game immersibility are game design elements that satisfy players. Competence satisfaction and autonomy satisfaction—but not relatedness satisfaction—are characteristics that secure players’ continuance and actual usage. Two replication studies were conducted to further verify these findings. Our study extends SDT backward to examine the game-contextualized triggers of satisfaction. These theorized triggers showcase game system design, theoretically clarifying the means of using SDT to design games, and providing practical insights to guide game makers in securing player continuance and actual usage.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal of information management, Apr. 2024, v. 75, 102732-
dcterms.isPartOfInternational journal of information management-
dcterms.issued2024-04-
dc.identifier.scopus2-s2.0-85178044515-
dc.identifier.eissn1873-4707-
dc.identifier.artn102732-
dc.description.validate202408 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextMinistry of Science and Technology, Taiwan; Hong Kong Polytechnic University under the Fung Yiu King - Wing Hang Bank Endowed Professorship in Business Administrationen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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