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How does escapism foster game experience and game use?
Decision Support Systems ( IF 6.7 ) Pub Date : 2024-03-08 , DOI: 10.1016/j.dss.2024.114207
Tzu-Ling Huang , Jin-Rong Yeh , Gen-Yih Liao , T.C.E. Cheng , Yan-Cheng Chang , Ching-I Teng

Online games represent a rapidly growing and competitive global market for technology firms. Games are viewed as places where people can temporarily escape from reality. However, it is unclear how game escapism fosters game experience and game use, thus indicating a research gap. This gap keeps decision-makers (i.e., firms and policy-makers) in the dark regarding how game escapism affects gameplay, thus hindering effective decision-making. To fill this gap, uses and gratification theory is applied to build a model for explaining the mechanism underlying the influence of game escapism and telepresence on game experience and game use. We collect 1347 online gamer responses with which to test the model. The results indicate that game escapism improves all game experiences, while only enjoyment and concentration increase game use. Moreover, telepresence strengthens the impact of game escapism on enjoyment, concentration, and fantasy. Our findings offer insights for decision-makers, enabling them to leverage game mechanisms to either provide or negate the impact of game escapism, thus changing game use.

中文翻译:

逃避现实如何促进游戏体验和游戏使用?

对于科技公司来说,网络游戏代表着一个快速增长且竞争激烈的全球市场。游戏被视为人们可以暂时逃避现实的地方。然而,目前尚不清楚游戏逃避现实如何促进游戏体验和游戏使用,从而表明存在研究空白。这种差距使决策者(即公司和政策制定者)​​对游戏逃避现实如何影响游戏玩法一无所知,从而阻碍了有效的决策。为了填补这一空白,应用使用和满足理论建立了一个模型来解释游戏逃避现实和远程呈现对游戏体验和游戏使用影响的机制。我们收集了 1347 名在线游戏玩家的反馈来测试该模型。结果表明,游戏逃避现实可以改善所有游戏体验,而只有享受和专注才能增加游戏使用。此外,远程呈现增强了游戏逃避现实对享受、专注和幻想的影响。我们的研究结果为决策者提供了见解,使他们能够利用游戏机制来提供或消除游戏逃避现实的影响,从而改变游戏的使用。
更新日期:2024-03-08
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