Understanding the role of competition in video gameplay satisfaction

Abstract One of the key elements in many video games is competition. Based on Self-Determination and Flow theories, this paper explores the process through which competition makes a video game satisfying. A structural model that examines the impacts of Situational Competitiveness (manipulated via modes of competition) and Dispositional Competitiveness (as a personality trait) on gameplay experience is proposed and validated. The results show that the perception of video game competitiveness has a strong effect on Flow experience and Satisfaction. While an individual’s personality impacts the perception of a game’s competitiveness, this perception can also be influenced by the mode of competition.

[1]  R. Weinberg,et al.  Competition and extrinsic rewards: effect on intrinsic motivation and attribution. , 1979, Research quarterly.

[2]  Detmar W. Straub,et al.  Structural Equation Modeling and Regression: Guidelines for Research Practice , 2000, Commun. Assoc. Inf. Syst..

[3]  Scott B. MacKenzie,et al.  Common method biases in behavioral research: a critical review of the literature and recommended remedies. , 2003, The Journal of applied psychology.

[4]  Kai H. Lim,et al.  Does Content Relevance Lead to Positive Attitude toward Websites? Exploring the Role of Flow and Goal Specificity , 2009, AMCIS.

[5]  Richard M. Ryan,et al.  Can self-determination theory explain what underlies the productive, satisfying learning experiences of collectivistically oriented Korean students? , 2009 .

[6]  Sung S. Kim The integrative framework of technology use: an extension and test , 2009 .

[7]  Ephraim R. McLean,et al.  Information Systems Success: The Quest for the Dependent Variable , 1992, Inf. Syst. Res..

[8]  R. Engels,et al.  The benefits of playing video games. , 2014, The American psychologist.

[9]  D. Straub,et al.  Knowledge Worker Communications and Recipient Availability: Toward a Task Closure Explanation of Media Choice , 1998 .

[10]  Joseph J. Martocchio,et al.  Microcomputer playfulness: development of a measure with workplace implications , 1992 .

[11]  Andrew K. Przybylski,et al.  The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .

[12]  Zhaohua Deng,et al.  Understanding customer satisfaction and loyalty: An empirical study of mobile instant messages in China , 2010, Int. J. Inf. Manag..

[13]  Mihaly Csikszentmihalyi,et al.  Optimal experience: A THEORETICAL MODEL OF OPTIMAL EXPERIENCE , 1988 .

[14]  James R. Coakley,et al.  Using a Computer-Based Version of the Beer Game: Lessons Learned , 1998 .

[15]  J. Coull Neural correlates of attention and arousal: insights from electrophysiology, functional neuroimaging and psychopharmacology , 1998, Progress in Neurobiology.

[16]  S. Deshpande,et al.  Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction , 1994 .

[17]  Boaventura DaCosta,et al.  Distinguishing Addiction From High Engagement , 2014, Games Cult..

[18]  E. Deci,et al.  The general causality orientations scale: Self-determination in personality , 1985 .

[19]  David W. Johnson,et al.  Learning Together and Alone. Cooperative, Competitive, and Individualistic Learning. Fourth Edition. , 1991 .

[20]  R. A. R. A. U. Ritterfeld Classifying Serious Games , 2009 .

[21]  Tao Zhou,et al.  Examining mobile banking user adoption from the perspectives of trust and flow experience , 2012, Inf. Technol. Manag..

[22]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[23]  Hasan Çakir,et al.  Research in online learning environments: Priorities and methodologies , 2011, Comput. Educ..

[24]  Namin Shin,et al.  Online learner's 'flow' experience: an empirical study , 2006, Br. J. Educ. Technol..

[25]  Chin-Lung Hsu,et al.  Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..

[26]  C. Fornell,et al.  Evaluating structural equation models with unobservable variables and measurement error. , 1981 .

[27]  Marshall Scott Poole,et al.  Affect in Web Interfaces: A Study of the Impacts of Web Page Visual Complexity and Order , 2010, MIS Q..

[28]  Radhika Santhanam,et al.  Digital Games and Beyond: What Happens When Players Compete , 2013, MIS Q..

[29]  E. Deci,et al.  The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .

[30]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[31]  H. Kelley,et al.  Social interaction basis of cooperators' and competitors' beliefs about others. , 1970 .

[32]  Jean Piaget,et al.  To Understand is to Invent: The Future of Education , 1973 .

[33]  Byron Reeves,et al.  Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete , 2009 .

[34]  Detmar W. Straub,et al.  Validation in Information Systems Research: A State-of-the-Art Assessment , 2001, MIS Q..

[35]  Douglas B. Clark,et al.  Digital Games, Design, and Learning , 2016, Review of educational research.

[36]  Boris Maciejovsky,et al.  Collective induction without cooperation? Learning and knowledge transfer in cooperative groups and competitive auctions. , 2007, Journal of personality and social psychology.

[37]  M. Griffiths Online video gaming: what should educational psychologists know? , 2010 .

[38]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[39]  William G. Graziano,et al.  Extraversion, social cognition, and the salience of aversiveness in social encounters. , 1985 .

[40]  Anne Kaikkonen Mobile Internet Services or Services for Multiplatform Use , 2010 .

[41]  Barbara H Wixom,et al.  A Theoretical Integration of User Satisfaction and Technology Acceptance , 2005, Inf. Syst. Res..

[42]  Sami Abuhamdeh,et al.  A Conceptual Framework for the Integration of Flow Theory and Cognitive Evaluation Theory , 2012 .

[43]  J. Burgoon,et al.  Interactivity in human–computer interaction: a study of credibility, understanding, and influence , 2000 .

[44]  K. Coventry,et al.  Sensation seeking, gambling and gambling addictions. , 1993, Addiction.

[45]  Michael F. Young,et al.  Our Princess Is in Another Castle , 2012 .

[46]  Carmen C. Y. Poon,et al.  M-Health: The Development of Cuff-less and Wearable Blood Pressure Meters for Use in Body Sensor Networks , 2006, 2006 IEEE/NLM Life Science Systems and Applications Workshop.

[47]  B. Tabachnick,et al.  Using Multivariate Statistics , 1983 .

[48]  James Noble,et al.  Video game values: Human-computer interaction and games , 2007, Interact. Comput..

[49]  Hans Christian Arnseth Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay , 2006, Game Stud..

[50]  S. Thompson Social Learning Theory , 2008 .

[51]  J. Webster,et al.  The Dimensionality and Correlates of Flow in Human-Computer Interactions. , 1993 .

[52]  Hayeon Song,et al.  The effects of competition and competitiveness upon intrinsic motivation in exergames , 2013, Comput. Hum. Behav..

[53]  Susan Foster,et al.  ERP Simulation Game: Establishng Engagement, Collaboration And Learning , 2011, PACIS.

[54]  Dennis L. Hoffman,et al.  Marketing in Hypermedia Computer-Mediated Environments : Conceptual Foundations 1 ) , 1998 .

[55]  Fiona Fui-Hoon Nah,et al.  Impact of Flow and Brand Equity in 3D Virtual Worlds , 2010, J. Database Manag..

[56]  M. Csíkszentmihályi,et al.  Optimal experience in work and leisure. , 1989, Journal of personality and social psychology.

[57]  Jiming Wu,et al.  Effects of Extrinsic and Intrinsic Motivators on Using Utilitarian, Hedonic, and Dual-Purposed Information Systems: A Meta-Analysis , 2013, J. Assoc. Inf. Syst..

[58]  S. Engeser,et al.  Historical Lines and an Overview of Current Research on Flow , 2021, Advances in Flow Research.

[59]  Marko M. Skoric,et al.  Children and Video Games: Addiction, Engagement, and Scholastic Achievement , 2009, Cyberpsychology Behav. Soc. Netw..

[60]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[61]  Chao-Min Chiu,et al.  Understanding e-learning continuance intention: An extension of the Technology Acceptance Model , 2006, Int. J. Hum. Comput. Stud..

[62]  Robert J. Vallerand,et al.  Negative Effects of Competition on Children's Intrinsic Motivation , 1986 .

[63]  R. Oliver Effect of expectation and disconfirmation on postexposure product evaluations: An alternative interpretation. , 1977 .

[64]  Manuel J. Sánchez-Franco,et al.  Exploring the influence of gender on the web usage via partial least squares , 2006, Behav. Inf. Technol..

[65]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[66]  Jari Takatalo,et al.  Components of human experience in virtual environments , 2008, Comput. Hum. Behav..

[67]  Edgar Erdfelder,et al.  G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences , 2007, Behavior research methods.

[68]  C. Feijóo,et al.  Innovations in the Video Game Industry: Changing Global Markets , 2014 .

[69]  Claudia van Oppen,et al.  USING PLS PATH MODELING FOR ASSESSING HIERARCHICAL CONSTRUCT MODELS : GUIDELINES AND EMPIRICAL , 2022 .

[70]  E. Deci,et al.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.

[71]  Zane L. Berge,et al.  Training Generation N: How Educators Should Approach the Net Generation. , 2008 .

[72]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[73]  Gerald Matthews,et al.  Individual differences in energetic arousal and sustained attention: a dual-task study , 2001 .

[74]  Chin-Lung Hsu,et al.  Exploring the Player Flow Experience in E-Game Playing , 2010, Int. J. Technol. Hum. Interact..

[75]  Anol Bhattacherjee,et al.  Extending technology usage models to interactive hedonic technologies: a theoretical model and empirical test , 2010, Inf. Syst. J..

[76]  T. Robbins Arousal systems and attentional processes , 1997, Biological Psychology.

[77]  Milena M. Head,et al.  Online Video Game Addiction: A Review and an Information Systems Research Agenda , 2013, AMCIS.

[78]  Allan M. Collins,et al.  Rethinking Education in the Age of Technology , 2008, Intelligent Tutoring Systems.

[79]  D. Jackson,et al.  Narrow reasoning about the use of broad personality measures for personnel selection , 1999 .

[80]  Robert J. Vallerand,et al.  An integrative analysis of intrinsic and extrinsic motivation in sport. , 1999 .

[81]  E. Pedhazur Multiple Regression in Behavioral Research: Explanation and Prediction , 1982 .

[82]  P. Ley Quantitative aspects of psychological assessment: An introduction, , 1972 .

[83]  Robin L. Wakefield,et al.  Mobile computing: a user study on hedonic/utilitarian mobile device usage , 2006, Eur. J. Inf. Syst..

[84]  Tao Zhou,et al.  An empirical examination of the determinants of mobile purchase , 2011, Personal and Ubiquitous Computing.

[85]  Tao Zhou,et al.  Exploring Chinese users' acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory , 2009, Comput. Hum. Behav..

[86]  Melinda Korzaan,et al.  Going with the Flow: Predicting Online Purchase Intentions , 2003, J. Comput. Inf. Syst..

[87]  Yi Maggie Guo,et al.  Capturing Flow in the Business Classroom , 2008 .

[88]  Nicole Fruehauf Flow The Psychology Of Optimal Experience , 2016 .

[89]  Alexander Serenko,et al.  Integrating Technology Addiction and Use: An Empirical Investigation of Online Auction Users , 2011, MIS Q..

[90]  Edward L. Deci,et al.  Competitively Contingent Rewards and Intrinsic Motivation: Can Losers Remain Motivated? , 2003 .

[91]  Wen-Lung Shiau,et al.  Understanding Continuance Intention of Blog Users: A Perspective of Flow and Expectation Confirmation Theory , 2011 .

[92]  Gordon B. Davis,et al.  User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..

[93]  Heshan Sun,et al.  Affective Quality and Cognitive Absorption: Extending Technology Acceptance Research , 2006, Proceedings of the 39th Annual Hawaii International Conference on System Sciences (HICSS'06).

[94]  F. Massimini,et al.  The systematic assessment of flow in daily experience , 1988 .

[95]  J. Harackiewicz,et al.  Winning Isn't Everything: Competition, Achievement Orientation, and Intrinsic Motivation , 1999 .

[96]  Christoph Klimmt,et al.  Explaining the enjoyment of playing video games: the role of competition , 2003, ICEC.

[97]  Jeffrey Sam Siekpe,et al.  AN EXAMINATION OF THE MULTIDIMENSIONALITY OF FLOW CONSTRUCT IN A COMPUTER-MEDIATED ENVIRONMENT , 2005 .

[98]  J. Webster,et al.  Flow in Computer-Mediated Communication , 1992 .

[99]  J. Twenge Generation Me: Why Today's Young Americans Are More Confident, Assertive, Entitled--and More Miserable Than Ever Before , 2006 .

[100]  Steve Howard,et al.  The ebb and flow of online learning , 2005, Comput. Hum. Behav..

[101]  Diana G. Oblinger,et al.  Educating the Net Generation , 2005 .

[102]  James L. McGaugh,et al.  Mechanisms of emotional arousal and lasting declarative memory , 1998, Trends in Neurosciences.

[103]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[104]  Milena M. Head,et al.  Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping , 2007, Int. J. Hum. Comput. Stud..

[105]  Tao Zhou,et al.  Understanding mobile Internet continuance usage from the perspectives of UTAUT and flow , 2011 .

[106]  Mark D. Griffiths,et al.  Excessive Computer Game Playing: Evidence for Addiction and Aggression? , 2007, Cyberpsychology Behav. Soc. Netw..

[107]  Stewart Robinson,et al.  Conceptual modeling for simulation-based serious gaming , 2012, Decis. Support Syst..

[108]  Jinyoung Min,et al.  Antecedents of application service continuance: A synthesis of satisfaction and trust , 2011, Expert Syst. Appl..

[109]  J. Webster,et al.  Making Connections: Complementary Influences on Communication Media Choices, Attitudes, and Use , 2000 .

[110]  Veronika Brandstätter,et al.  How basic need satisfaction and dispositional motives interact in predicting flow experience in sport , 2013 .

[111]  Hsin Hsin Chang,et al.  An investigation of user communication behavior in computer mediated environments , 2008, Comput. Hum. Behav..

[112]  Fred D. Davis,et al.  User Acceptance of Computer Technology: A Comparison of Two Theoretical Models , 1989 .

[113]  Daniel L. King,et al.  Motivational differences in problem video game play , 2009 .

[114]  G. Ellis,et al.  Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model , 1994 .

[115]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[116]  John P. Charlton,et al.  Distinguishing addiction and high engagement in the context of online game playing , 2007, Comput. Hum. Behav..

[117]  Mark D. Griffiths,et al.  Experiences of Time Loss among Videogame Players: An Empirical Study , 2007, Cyberpsychology Behav. Soc. Netw..

[118]  Elise C. Freeman,et al.  Generational differences in young adults' life goals, concern for others, and civic orientation, 1966-2009. , 2012, Journal of personality and social psychology.

[119]  Quentin Cucuel,et al.  The Video Game Industry : Explaining the Emergence of New Markets , 2012 .

[120]  J. Harackiewicz,et al.  The effects of cooperation and competition on intrinsic motivation and performance. , 2004, Journal of personality and social psychology.

[121]  Fred D. Davis,et al.  A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.

[122]  Chia-Lin Hsu,et al.  Exploring the continuance intention of social networking websites: an empirical research , 2014, Inf. Syst. E Bus. Manag..

[123]  C. Anderson,et al.  Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? , 2009 .

[124]  Jen-Her Wu,et al.  Why Do Players Stick to a Specific Online Game? The Users and Gratifications Perspective , 2009, AMCIS.

[125]  E. Deci,et al.  A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. , 1999, Psychological bulletin.

[126]  Anitra Green,et al.  The Fabric of Society , 2008 .

[127]  Jaime Sánchez,et al.  Problem solving and collaboration using mobile serious games , 2011, Comput. Educ..

[128]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[129]  Robert J. Vallerand,et al.  Effects of zero-sum competition on children's intrinsic motivation and perceived competence , 1986 .

[130]  D. Crookall Serious Games, Debriefing, and Simulation/Gaming as a Discipline , 2010 .

[131]  Ahmed Y. Mahfouz,et al.  An Overview of Flow Theory in Ecommerce , 2011, AMCIS.

[132]  M. Fortier,et al.  Motivational Determinants of Flow: Contributions From Self-Determination Theory , 1999 .

[133]  Young-Gul Kim,et al.  Extending the TAM for a World-Wide-Web context , 2000, Inf. Manag..

[134]  Hsiu-Fen Lin,et al.  Examination of cognitive absorption influencing the intention to use a virtual community , 2009, Behav. Inf. Technol..

[135]  Sonja Wiley-Patton,et al.  Consumer adoption of mobile TV: Examining psychological flow and media content , 2009, Comput. Hum. Behav..

[136]  Michael W. Eysenck,et al.  Arousal, learning, and memory. , 1976 .

[137]  Rolph E. Anderson,et al.  Multivariate Data Analysis (7th ed. , 2009 .

[138]  Avishalom Tor,et al.  The N-Effect , 2009, Psychological science.

[139]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[140]  Robert E. Hooker Going with the Flow , 2010 .

[141]  Donald Marinelli Proceedings of the second international conference on Entertainment computing , 2003 .

[142]  Mitchell Wade,et al.  The Kids are Alright: How the Gamer Generation is Changing the Workplace , 2006 .

[143]  Ming-Chi Lee,et al.  Understanding the behavioural intention to play online games: An extension of the theory of planned behaviour , 2009, Online Inf. Rev..

[144]  Seymour Papert,et al.  Mindstorms: Children, Computers, and Powerful Ideas , 1981 .

[145]  María Sicilia,et al.  The Role of Flow in Web Site Effectiveness , 2007 .

[146]  Yongxia Skadberg,et al.  Visitors' flow experience while browsing a Web site: its measurement, contributing factors and consequences , 2004, Comput. Hum. Behav..

[147]  Peter Hernon,et al.  Delivering Satisfaction and Service Quality: A Customer-Based Approach for Libraries , 2000 .

[148]  R. Frank Falk,et al.  A Primer for Soft Modeling , 1992 .

[149]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .

[150]  Angelika Dimoka,et al.  What Does the Brain Tell Us About Trust and Distrust? Evidence from a Functional Neuroimaging Study , 2010, MIS Q..

[151]  Clyde W. Holsapple,et al.  User acceptance of virtual worlds: the Hedonic framework , 2007, DATB.

[152]  Milena M. Head,et al.  Dualistic Model of Passionate Video Gameplay: Addiction or Flow? , 2012 .

[153]  Peta Wyeth,et al.  GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.

[154]  L. Festinger A Theory of Social Comparison Processes , 1954 .

[155]  E. Deci,et al.  When Trying to Win , 1981 .

[156]  P. S. Raju Optimum Stimulation Level: Its Relationship to Personality, Demographics, and Exploratory Behavior , 1980 .

[157]  R. I. Brown,et al.  Arousal and sensation-seeking components in the general explanation of gambling and gambling addictions. , 1986, The International journal of the addictions.

[158]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[159]  G. Glass Primary, Secondary, and Meta-Analysis of Research1 , 1976 .

[160]  Liqiong Deng,et al.  User experience, satisfaction, and continual usage intention of IT , 2010, Eur. J. Inf. Syst..

[161]  Charles Chowa,et al.  Information System Success: Individual and Organizational Determinants , 2006, Manag. Sci..

[162]  Glenn Gamst,et al.  Applied Multivariate Research: Design and Interpretation , 2005 .

[163]  Scott B. MacKenzie,et al.  Construct Measurement and Validation Procedures in MIS and Behavioral Research: Integrating New and Existing Techniques , 2011, MIS Q..

[164]  Andrew K. Przybylski,et al.  A Motivational Model of Video Game Engagement , 2010 .

[165]  Fiona Fui-Hoon Nah,et al.  Enhancing Brand Equity Through Flow and Telepresence: A Comparison of 2D and 3D Virtual Worlds , 2011, MIS Q..

[166]  Jane Webster,et al.  Audience engagement in multimedia presentations , 1997, DATB.

[167]  Ephraim R. McLean,et al.  The DeLone and McLean Model of Information Systems Success: A Ten-Year Update , 2003, J. Manag. Inf. Syst..

[168]  M. Mills,et al.  Motivation and Flow: Toward an Understanding of the Dynamics of the Relation in Architecture Students , 2008, The Journal of psychology.

[169]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[170]  Raafat George Saadé,et al.  The impact of cognitive absorption on perceived usefulness and perceived ease of use in on-line learning: an extension of the technology acceptance model , 2005, Inf. Manag..

[171]  E. Deci,et al.  A motivational approach to self: integration in personality. , 1990, Nebraska Symposium on Motivation. Nebraska Symposium on Motivation.

[172]  Ethan Mollick,et al.  Changing the Game: How Video Games Are Transforming the Future of Business , 2008 .

[173]  Soung Hie Kim,et al.  ERP training with a web-based electronic learning system: The flow theory perspective , 2007, Int. J. Hum. Comput. Stud..

[174]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[175]  Detmar W. Straub,et al.  A Practical Guide To Factorial Validity Using PLS-Graph: Tutorial And Annotated Example , 2005, Commun. Assoc. Inf. Syst..

[176]  Michelle F. Wright,et al.  Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .

[177]  Edward L. Deci,et al.  Intrinsic Motivation and Self-Determination in Human Behavior , 1975, Perspectives in Social Psychology.

[178]  Andrew K. Przybylski,et al.  Virtual worlds and the learner hero , 2009 .

[179]  Jacob Cohen Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.

[180]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[181]  M. Csíkszentmihályi,et al.  The Importance of Challenge for the Enjoyment of Intrinsically Motivated, Goal-Directed Activities , 2012, Personality & social psychology bulletin.

[182]  Hsiu-Li Liao,et al.  Impact of media richness and flow on e-learning technology acceptance , 2009, Comput. Educ..

[183]  Iván Martínez-Ortiz,et al.  Educational game design for online education , 2008, Comput. Hum. Behav..

[184]  Hans van der Heijden,et al.  User Acceptance of Hedonic Information Systems , 2004, MIS Q..

[185]  Jane Webster,et al.  Enhancing the Design of Web Navigation Systems: The Influence of User Disorientation on Engagement and Performance , 2006, MIS Q..

[186]  David W. Johnson,et al.  Cooperative Versus Competitive Efforts and Problem Solving , 1995 .

[187]  R. Gonzalez Applied Multivariate Statistics for the Social Sciences , 2003 .

[188]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[189]  Clark C. Abt,et al.  Serious games , 2016, Springer International Publishing.

[190]  Milena M. Head,et al.  Competition as an element of gamification for learning: an exploratory longitudinal investigation , 2013, Gamification.

[191]  D. Kolb Experiential Learning: Experience as the Source of Learning and Development , 1983 .

[192]  Karl Titz,et al.  Hedonistic differences between mechanical game players and table game players: an exploratory investigation on the road to a comprehensive theory for gambling. , 2001 .

[193]  Milena M. Head,et al.  The Role of Competitiveness in the Cognitive Absorption of Video Games , 2011 .

[194]  Chockalingam Viswesvaran,et al.  Bandwidth-fidelity dilemma in personality measurement for personnel selection , 1996 .

[195]  Dianne Cyr,et al.  Perceived interactivity leading to e-loyalty: Development of a model for cognitive-affective user responses , 2009, Int. J. Hum. Comput. Stud..

[196]  Traci Sitzmann A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES , 2011 .

[197]  G. A. Mendelsohn,et al.  Affect grid : A single-item scale of pleasure and arousal , 1989 .

[198]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[199]  E. Deci,et al.  Handbook of Self-Determination Research , 2002 .

[200]  Didier Acier,et al.  Problematic Internet use: Perceptions of addiction counsellors , 2011, Comput. Educ..

[201]  Ming-Chi Lee,et al.  Explaining and predicting users' continuance intention toward e-learning: An extension of the expectation-confirmation model , 2010, Comput. Educ..

[202]  I. Ajzen,et al.  Understanding Attitudes and Predicting Social Behavior , 1980 .

[203]  Wim Westera,et al.  Game-Based Life-Long Learning , 2010 .

[204]  M. Csíkszentmihályi,et al.  Validity and Reliability of the Experience‐Sampling Method , 1987, The Journal of nervous and mental disease.

[205]  Donna L. Hoffman,et al.  Flow Online: Lessons Learned and Future Prospects , 2009 .

[206]  John C. Beck,et al.  Got Game: How the Gamer Generation Is Reshaping Business Forever , 2004 .

[207]  Heeseok Lee,et al.  Understanding the role of an IT artifact in online service continuance: An extended perspective of user satisfaction , 2010, Comput. Hum. Behav..

[208]  Edward McAuley,et al.  The Effects of Subjective and Objective Competitive Outcomes on Intrinsic Motivation , 1989 .

[209]  Loretta L. Pecchioni,et al.  Beyond Entertainment , 2016, Games Cult..

[210]  J. Finch,et al.  Competitiveness mediates the link between personality and group performance. , 1997, Journal of personality and social psychology.

[211]  M. Csíkszentmihályi Finding Flow: The Psychology of Engagement with Everyday Life , 1997 .

[212]  P. Vorderer,et al.  Enjoyment: At the Heart of Media Entertainment , 2004 .

[213]  P. Vorderer,et al.  Serious games : mechanisms and effects , 2009 .

[214]  G. Anderson,et al.  Real and laboratory gambling, sensation-seeking and arousal. , 1984, British journal of psychology.

[215]  H. Hodgins,et al.  Getting out of hot water : Facework in social predicaments , 1996 .

[216]  P. M. Podsakoff,et al.  Self-Reports in Organizational Research: Problems and Prospects , 1986 .

[217]  Jason Bennett Thatcher,et al.  Conceptualizing models using multidimensional constructs: a review and guidelines for their use , 2012, Eur. J. Inf. Syst..

[218]  I. Ajzen,et al.  Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research , 1977 .

[219]  Ana Ortiz de Guinea,et al.  Why break the habit of a lifetime? rethinking the roles of intention, habit, and emotion in continuing information technology use , 2009 .

[220]  B. F. Beck,et al.  The what? , 1986 .

[221]  Elena Karahanna,et al.  Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..

[222]  R. Zajonc SOCIAL FACILITATION. , 1965, Science.

[223]  Edward L. Deci,et al.  Elements of the Competitive Situation that Affect Intrinsic Motivation , 1996 .

[224]  Edward L. Deci,et al.  The Empirical Exploration of Intrinsic Motivational Processes1 , 1980 .

[225]  P. McLeod,et al.  Effects of Ethnic Group Cultural Differences on Cooperative and Competitive Behavior On a Group Task , 1991 .

[226]  Hock-Hai Teo,et al.  An empirical study of the effects of interactivity on web user attitude , 2003 .

[227]  Fred D. Davis,et al.  Psychophysiological Measures of Cognitive Absorption , 2010 .

[228]  Marios Koufaris,et al.  Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior , 2002, Inf. Syst. Res..

[229]  Diana G. Oblinger Boomers, Gen-Xers, and Millennials: Understanding the "New Students.". , 2003 .

[230]  Scott E. Caplan,et al.  Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..

[231]  Stephen J. Udvari,et al.  Competition and the adjustment of gifted children: A matter of motivation , 2000 .

[232]  R. Oliver A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions , 1980 .

[233]  Ting-Jui Chou,et al.  The Role of Flow Experience in Cyber-Game Addiction , 2003, Cyberpsychology Behav. Soc. Netw..

[234]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[235]  Shalini Chandra,et al.  Pacific Asia Conference on Information Systems ( PACIS ) July 2009 ROLE OF COGNITIVE ABSORPTION AND TRUST FOR COLLABORATION IN VIRTUAL WORLD , 2017 .

[236]  Steven Pace,et al.  A grounded theory of the flow experiences of Web users , 2004, Int. J. Hum. Comput. Stud..

[237]  S. Fisher,et al.  Identifying video game addiction in children and adolescents. , 1994, Addictive behaviors.

[238]  Qing Hu,et al.  Assimilation of Enterprise Systems: The Effect of Institutional Pressures and the Mediating Role of Top Management , 2007, MIS Q..

[239]  Arnold Kamis,et al.  A flow-based model of web site intentions when users customize products in business-to-consumer electronic commerce , 2010, Inf. Syst. Frontiers.

[240]  David Gefen,et al.  Managing User Trust in B2C e-Services , 2003 .

[241]  Chiao-Chen Chang,et al.  Examining users′ intention to continue using social network games: A flow experience perspective , 2013, Telematics Informatics.

[242]  Dong-Mo Koo,et al.  Inter-relationships among dominance, energetic and tense arousal, and pleasure, and differences in their impacts under online vs. offline environment , 2011, Comput. Hum. Behav..

[243]  Wynne W. Chin The partial least squares approach for structural equation modeling. , 1998 .

[244]  Marshall Scott Poole,et al.  Interactive eshopping experience: an empirical investigation , 2004 .

[245]  Tao Zhou,et al.  The effect of interactivity on the flow experience of mobile commerce user , 2011, Int. J. Mob. Commun..