Journal articles on the topic 'Hedonic Game'

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1

Cesco, Juan Carlos. "Subordinated Hedonic Games." Game Theory 2013 (July 29, 2013): 1–10. http://dx.doi.org/10.1155/2013/512742.

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Hedonic games are simple models of coalition formation whose main solution concept is that of core partition. Several conditions guaranteeing the existence of core partitions have been proposed so far. In this paper, we explore hedonic games where a reduced family of coalitions determines the development of the game. We allow each coalition to select a subset of it so as to act as its set of representatives (a distribution). Then, we introduce the notion of subordination of a hedonic game to a given distribution. Subordination roughly states that any player chosen as a representative for a coalition has to be comfortable with this decision. With subordination we have a tool, within hedonic games, to compare how a “convenient” agreement reached by the sets of representatives of different groups of a society is “valued” by the rest of the society. In our approach, a “convenient” agreement is a core partition, so this paper is devoted to relate the core of a hedonic game with the core of a hedonic game played by the sets of representatives. Thus we have to tackle the existence problem of core partitions in a reduced game where the only coalitions that matter are those prescribed by the distribution as a set of representatives. We also study how a distribution determines the whole set of core partitions of a hedonic game. As an interesting example, we introduce the notion of hedonic partitioning game, which resembles partitioning games studied in the case where a utility, transferable or not, is present. The existence result obtained in this new class of games is later used to provide a nonconstructive proof of the existence of a stable matching in the marriage model.
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Davis, Robert, Bodo Lang, and Neil Gautam. "Modeling utilitarian‐hedonic dual mediation (UHDM) in the purchase and use of games." Internet Research 23, no. 2 (March 29, 2013): 229–56. http://dx.doi.org/10.1108/10662241311313330.

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PurposeIt is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage.Design/methodology/approachThis research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship.FindingsThe paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption.Practical implicationsGame development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect.Originality/valueThis is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).
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Kranich, Laurence. "Cooperative Games with Hedonic Coalitions." Games and Economic Behavior 18, no. 1 (January 1997): 83–97. http://dx.doi.org/10.1006/game.1997.0510.

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Taywade, Kshitija. "Multi-agent Reinforcement Learning for Decentralized Coalition Formation Games." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 18 (May 18, 2021): 15738–39. http://dx.doi.org/10.1609/aaai.v35i18.17866.

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We study the application of multi-agent reinforcement learning for game-theoretical problems. In particular, we are interested in coalition formation problems and their variants such as hedonic coalition formation games (also called hedonic games), matching (a common type of hedonic game), and coalition formation for task allocation. We consider decentralized multi-agent systems where autonomous agents inhabit an environment without any prior knowledge of other agents or the system. We also consider spatial formulations of these problems. Most of the literature for coalition formation problems does not consider these formulations of the problems because it increases computational complexity significantly. We propose novel decentralized heuristic learning and multi-agent reinforcement learning (MARL) approaches to train agents, and we use game-theoretic evaluation criteria such as optimality, stability, and indices like Shapley value.
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Bogomolnaia, Anna, and Matthew O. Jackson. "The Stability of Hedonic Coalition Structures." Games and Economic Behavior 38, no. 2 (February 2002): 201–30. http://dx.doi.org/10.1006/game.2001.0877.

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Sandes, Nelson C., and André L. V. Coelho. "Clustering ensembles: A hedonic game theoretical approach." Pattern Recognition 81 (September 2018): 95–111. http://dx.doi.org/10.1016/j.patcog.2018.03.017.

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7

Iehlé, Vincent. "The core-partition of a hedonic game." Mathematical Social Sciences 54, no. 2 (September 2007): 176–85. http://dx.doi.org/10.1016/j.mathsocsci.2007.05.007.

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Jimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.

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PurposeThis paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).Design/methodology/approachInformation was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.FindingsResults show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that gives rise to differences in motivations-purchase intention links: Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions.Originality/valueThere are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.
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Lai, Weipeng, Zhixu Yang, Yanhui Mao, Qionghan Zhang, Hezhi Chen, and Jianhong Ma. "When Do Good Deeds Lead to Good Feelings? Eudaimonic Orientation Moderates the Happiness Benefits of Prosocial Behavior." International Journal of Environmental Research and Public Health 17, no. 11 (June 6, 2020): 4053. http://dx.doi.org/10.3390/ijerph17114053.

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Engaging in prosocial behavior is considered an effective way to increase happiness in a sustainable manner. However, there is insufficient knowledge about the conditions under which such a happiness effect occurs. From a person-activity congruence perspective, we proposed that an individual’s eudaimonic orientation moderates the effect of prosocial behavior on happiness, whereas hedonic orientation does not. For this purpose, 128 participants were assigned to play a game in which half of them were explained the benevolence impact of playing the game (the benevolence condition), and the other half played the same game without this knowledge (the control condition). Participants’ eudaimonic and hedonic orientations were assessed before the game, and their post-task happiness were measured after the game. The results showed that participants in the benevolence condition reported higher post-task positive affect than those in the control condition. Furthermore, this happiness effect was moderated by participants’ eudaimonic orientation—participants with high eudaimonic orientation reaped greater benefits from benevolence, and their hedonic orientation did not moderate the relationship between benevolence and happiness. The importance of the effect of person-activity congruence on happiness is discussed, along with the implications of these findings for sustainably pursuing happiness.
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Zaharias, Panagiotis, Christos Gatzoulis, and Yiorgos Chrysanthou. "Exploring User Experience While Playing Educational Games." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 19–32. http://dx.doi.org/10.4018/jgcms.2012100102.

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The concept and methods of user experience (UX) are gaining momentum in the game industry. Designers and educational practitioners aim to provide rich and effective user experience through serious educational games. Nevertheless several phenomena that delineate the complex issue of UX in serious gaming remain unexplored. This empirical study sheds light on temporality of UX and attractiveness of serious games. More specifically it explores a) how pragmatic and hedonic UX quality affects attractiveness in a serious game and b) investigates differences between anticipated and episodic UX so as to capture how the UX develops over time. Key findings are presented and discussed.
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Browne, Beverly A., Dennis Kaldenberg, and Daniel J. Brown. "Games People Play: A Comparative Study Of Promotional Game Participants And Gamblers." Journal of Applied Business Research (JABR) 9, no. 1 (October 2, 2011): 93. http://dx.doi.org/10.19030/jabr.v9i1.6099.

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This study examines the use of promotional games and contests as a form of hedonic consumption related to other gaming behavior. Discriminant analysis using a combination of demographics and gambling behavior identified age, lottery playing, and education as important predictors of promotional game playing. Compared to non-players, users of promotional games were younger, better educated, more likely to be part of families with children, and more likely to participate in legal gambling activities.
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Liu, Yuqi, Yao Song, and Ryoichi Tamura. "Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study." International Journal of Environmental Research and Public Health 17, no. 23 (November 26, 2020): 8794. http://dx.doi.org/10.3390/ijerph17238794.

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As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health. As one of the most populous countries in the world, China has the largest number of households in the world but quite a low home game penetration rate due to the 13 year game industry winter for international enterprises. Whether Chinese customers have the intention of using motion-sensing games to improve their health status in the home environment will directly determine the commercial potential of the relevant industry in the Chinese market. In order to understand the motives of users and explore the market possibility and prospects of the game industry, this study adopts empirical research and structural equation modeling to construct a motivation model of Chinese consumers toward motion-sensing gameplay behavior in the household environment. We distributed 515 questionnaires to conduct a survey; 427 valid responses have been received, and 203 data, which meet the inclusion criteria of the required game experience, have been analyzed by SPSS25.0 and AMOS25.0. A structural equation model for the gameplay motivation has been constructed. The result shows that the three functional motivators, exercise (Path efficient = 0.40, p < 0.01), entertainment (Path efficient = 0.27, p < 0.01), and social interaction (Path efficient = 0.36, p < 0.01) of home motion-sensing games have a significantly positive impact on the user’s intention to play. Furthermore, the diversity and the time-and-place flexibility variables exert an important positive influence on the users’ gameplay behavior through their effects on the three main functional motive variables. To sum up, (1) exercise, (2) entertainment, and (3) social interaction are the main functional motivations of the Chinese consumers’ gameplay behaviors; (4) diversity and (5) time-and-place flexibility are the two main attribute motivators. The acceptance of Chinese users for home motion-sensing games remains positive and high. The motion-sensing game industry has broad market prospects in China through its potential in promoting consumer’s wellness and health in the home environment.
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Wu, Jiming. "Customer Satisfaction in the Context of Online Gaming Service." International Journal of Business Analytics 1, no. 3 (July 2014): 63–80. http://dx.doi.org/10.4018/ijban.2014070104.

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Prior research has devoted considerable attention to consumer hedonic experience and customer satisfaction in retailing and e-commerce settings. However, very little effort has been made to investigate the relationship between hedonic experience and customer satisfaction in the context of information system use. To fill this gap, this study investigates the effect of hedonic experience on game player satisfaction using an adapted technology acceptance model. By doing so, this article addresses the core research question: What drives online game player satisfaction? In support of the model and most of the hypotheses, the empirical results not only identify key antecedents of enjoyment and perceived usefulness, but also confirm the significant role of the two constructs in predicting player satisfaction. This study thus helps both information systems and marketing researchers attain a better understanding of customer satisfaction, expand their baseline knowledge of hedonic experience constructs, and conduct more fruitful and illuminating future research on e-commerce service.
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Aloisio, Alessandro, Michele Flammini, and Cosimo Vinci. "The Impact of Selfishness in Hypergraph Hedonic Games." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (April 3, 2020): 1766–73. http://dx.doi.org/10.1609/aaai.v34i02.5542.

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We consider a class of coalition formation games that can be succinctly represented by means of hypergraphs and properly generalizes symmetric additively separable hedonic games. More precisely, an instance of hypegraph hedonic game consists of a weighted hypergraph, in which each agent is associated to a distinct node and her utility for being in a given coalition is equal to the sum of the weights of all the hyperedges included in the coalition. We study the performance of stable outcomes in such games, investigating the degradation of their social welfare under two different metrics, the k-Nash price of anarchy and k-core price of anarchy, where k is the maximum size of a deviating coalition. Such prices are defined as the worst-case ratio between the optimal social welfare and the social welfare obtained when the agents reach an outcome satisfying the respective stability criteria. We provide asymptotically tight upper and lower bounds on the values of these metrics for several classes of hypergraph hedonic games, parametrized according to the integer k, the hypergraph arity r and the number of agents n. Furthermore, we show that the problem of computing the exact value of such prices for a given instance is computationally hard, even in case of non-negative hyperedge weights.
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Franz, Wan-Ju Iris. "Hedonic and Utilitarian Motivations behind Shopping and Research Behaviors: Theory and Evidence." International Journal of Applied Behavioral Economics 3, no. 3 (July 2014): 17–30. http://dx.doi.org/10.4018/ijabe.2014070102.

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Using a simple theoretical model, this paper demonstrates that an individual's behavior is greatly influenced by her hedonic and utilitarian values of a task. While hedonic value is the intrinsic benefit one receives from performing a task (e.g., having fun playing the game), utilitarian value is the tangible reward one obtains from performing the task (e.g., winning the prize). Utilitarian value of a task outlasts its hedonic value. An individual with high utilitarian value but low hedonic value of a task is likely to stop performing that task once she receives a tangible reward. By contrast, an individual who garners high hedonic value of a task will continue performing that task to obtain more hedonic value. The survey reveals that most individuals agree that the utilitarian value of shopping outlasts its hedonic value. Regression results demonstrate that consumers with high hedonic value of shopping are more likely to exhibit traits of shopaholism than those with low hedonic value in shopping. JEL classification codes: D01, D03, J2.
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Abualola, Huda, and Hadi Otrok. "Stable coalitions for urban-VANET: A hedonic game approach." Vehicular Communications 30 (August 2021): 100355. http://dx.doi.org/10.1016/j.vehcom.2021.100355.

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Daneels, Rowan, Steven Malliet, Lieven Geerts, Natalie Denayer, Michel Walrave, and Heidi Vandebosch. "Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences." Media and Communication 9, no. 1 (January 6, 2021): 49–61. http://dx.doi.org/10.17645/mac.v9i1.3205.

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Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking systematic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. These key aspects, in turn, are enhanced by clean player interfaces, graphically realistic characters, close camera perspectives, tone-appropriate soundtrack scores, and both narrative-enhancing (e.g., God of War’s health mechanic) and choice-enhancing mechanics (e.g., Detroit: Become Human’s flowchart). Eudaimonic experiences were also found to evolve throughout the game, with more powerful experiences occurring near the end of the game and some narrative themes fueling the eudaimonic flow of experiences throughout the overall game narrative. This study adds to academic research studying digital games by suggesting an innovative methodological approach that provides a detailed, integrative, and dynamic perspective on eudaimonic game experiences.
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Lin, Hsin-Hui, Yi-Shun Wang, and Chien-Hsiang Chou. "Hedonic and Utilitarian Motivations for Physical Game Systems Use Behavior." International Journal of Human-Computer Interaction 28, no. 7 (July 2012): 445–55. http://dx.doi.org/10.1080/10447318.2011.618097.

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Bassiouni, Dina H., Chris Hackley, and Hakim Meshreki. "The integration of video games in family-life dynamics." Information Technology & People 32, no. 6 (December 2, 2019): 1376–96. http://dx.doi.org/10.1108/itp-11-2017-0375.

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Purpose Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households. Design/methodology/approach This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption. Findings The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games. Research limitations/implications The authors acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter. Social implications This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies. Originality/value Empirical studies using TAM have focussed on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
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Park, Eunho, Rishika Rishika, Ramkumar Janakiraman, Mark B. Houston, and Byungjoon Yoo. "Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics." Journal of Marketing 82, no. 1 (January 2018): 93–114. http://dx.doi.org/10.1509/jm.16.0271.

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Online communities have experienced burgeoning popularity over the last decade and have become a key platform for users to share information and interests, and to engage in social interactions. Drawing on the social contagion literature, the authors examine the effect of online social connections on users’ product purchases in an online community. They assess how product, user, and network characteristics influence the social contagion effect in users’ spending behavior. The authors use a unique large-scale data set from a popular massively multiplayer online role-playing game community—consisting of users’ detailed gaming activities, their social connections, and their in-game purchases of functional and hedonic products—to examine the impact of gamers’ social networks on their purchase behavior. The analysis, based on a double-hurdle model that captures gamers’ decisions of playing and spending levels, reveals evidence of “social dollars,” whereby social interaction between gamers in the community increases their in-game product purchases. Interestingly, the results indicate that social influence varies across different types of products. Specifically, the effect of a focal user's network ties on his or her spending on hedonic products is greater than the effect of network ties on the focal user's spending on functional products. Furthermore, the authors find that user experience negatively moderates social contagion for functional products, whereas it positively moderates contagion for hedonic products. In addition, dense networks enhance contagion over functional product purchases, whereas they mitigate the social influence effect over hedonic product purchases. The authors perform a series of tests and robustness checks to rule out the effect of confounding factors. They supplement their econometric analyses with dynamic matching techniques and estimate average treatment effects. The results of the study have implications for both theory and practice and help provide insights on how managers can monetize social networks and use social information to increase user engagement in online communities.
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De Schutter, Bob, and Vero Vanden Abeele. "Towards a Gerontoludic Manifesto." Anthropology & Aging 36, no. 2 (November 19, 2015): 112–20. http://dx.doi.org/10.5195/aa.2015.104.

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Digital games have become an important part of the technoscape, not only for youngsters, but for players of all ages. Older adults are a large, currently still largely untapped market for innovative game research and development. However, the current discourse on games and ageing can largely be categorized into two themes. The first theme refers to digital games framed as a way for older adults to improve certain skills. The useful, pragmatic qualities, rather than the fun, hedonic aspects of games are emphasized. The second theme identifies the various age-related constraints that prevent older adults from playing. It focuses on the cognitive and physical limitations of older adults. Underlying both themes is a reductionist perspective on ageing as merely a process of decline and debilitation. In this article, we present a “gerontoludic” manifesto. Firstly, games should not be marketed solely as having the purpose of dealing with or mitigating age-related decline and focus on positive aspects of older age (adagio 1: growth over decline). Secondly, age-related adjustments should never interfere with the actual gameplay of the game (adagio 2: playfulness over usefulness). Finally, game researchers and game industry should put more efforts in understanding what differentiates elderly players, rather than seeing them as united in their age-related impairments (adagio 3: heterogeneity over unification). As this manifesto is a first step that needs further abutment by a wider community, we welcome debate and additions from game designers and researchers to further this manifesto and to move beyond ageism in games.
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Taim, Bernadette Cherianne, Haresh T. Suppiah, Jericho Wee, Marcus Lee, Jason K. W. Lee, and Michael Chia. "Palatable Flavoured Fluids without Carbohydrates and Electrolytes Do Not Enhance Voluntary Fluid Consumption in Male Collegiate Basketball Players in the Heat." Nutrients 13, no. 12 (November 23, 2021): 4197. http://dx.doi.org/10.3390/nu13124197.

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Using palatable fluids to enhance drinking in athletes who display insufficient compensatory hydration behaviour may mitigate the risks of hypohydration and performance deficits. However, it is unclear whether flavour can independently enhance fluid consumption. This study examined the effects of a colourless, artificially sweetened flavoured water (FW), without carbohydrates and with negligible amounts of sodium, compared to plain water (W) on fluid consumption in male collegiate basketball players in a practical game setting. Eighteen male basketball players (age 23.1 ± 1.3 years) played a 3v3 basketball small-sided game. The players were randomly assigned to consume either FW or W. Pre-game urine-specific gravity, fluid consumption, body mass, and hedonic taste perceptions were assessed. Basketball performance was analysed through notational analysis. Ratings of perceived exertion and thirst were recorded at pre-, post-game, and at each rest period. Heart rate was recorded throughout the gameplay. Despite significantly higher hedonic ratings for FW than W (6.78 ± 0.83 vs. 5.56 ± 1.33, p = 0.033, d = 1.36), there were no significant differences in fluid consumption (1083 ± 32 mL vs. 1421 ± 403 mL, p = 0.068, d = 0.92). Our result highlighted that using palatable fluids as a strategy to increase fluid consumption during high-intensity gameplay in the heat may not be effective if used without carbohydrates and electrolytes. Practitioners could consider both fluid palatability and composition in establishing a hydration plan for athletes.
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Wahab, Omar Abdel, Jamal Bentahar, Hadi Otrok, and Azzam Mourad. "Towards Trustworthy Multi-Cloud Services Communities: A Trust-Based Hedonic Coalitional Game." IEEE Transactions on Services Computing 11, no. 1 (January 1, 2018): 184–201. http://dx.doi.org/10.1109/tsc.2016.2549019.

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Titz, Karl, Judy L. Miller, and David M. Andrus. "Hedonic Scales Used in a Logit Model To Explore Casino Game Choice." Journal of Hospitality & Tourism Research 22, no. 2 (May 1998): 129–41. http://dx.doi.org/10.1177/109634809802200202.

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Mingie, James C., Neelam C. Poudyal, J. M. Bowker, Michael T. Mengak, and Jacek P. Siry. "A Hedonic Analysis of Big Game Hunting Club Dues in Georgia, USA." Human Dimensions of Wildlife 22, no. 2 (January 6, 2017): 110–25. http://dx.doi.org/10.1080/10871209.2017.1263767.

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Lee, Zach W. Y., Christy M. K. Cheung, and Tommy K. H. Chan. "Understanding massively multiplayer online role‐playing game addiction: A hedonic management perspective." Information Systems Journal 31, no. 1 (June 9, 2020): 33–61. http://dx.doi.org/10.1111/isj.12292.

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Ong, Ardvin Kester S., Yogi Tri Prasetyo, Kirstien Paola E. Robas, Satria Fadil Persada, Reny Nadlifatin, James Steven A. Matillano, Dennis Christian B. Macababbad, Jigger R. Pabustan, and Kurt Andrei C. Taningco. "Determination of Factors Influencing the Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business." Sustainability 15, no. 4 (February 9, 2023): 3170. http://dx.doi.org/10.3390/su15043170.

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The rise of mobile games during the COVID-19 pandemic era was evident, especially in Asia. One of the most popular online mobile games that has been evident across the world due to its live worldwide competition is “Mobile Legends: Bang Bang” (MLBB). This study aimed to determine factors influencing the behavioral intention to play MLBB by utilizing the integrated model of UTAUT2 and System Usability Scale (SUS). A total of 507 MLBB players voluntarily answered an online questionnaire that consisted of 69 items. Through convenience sampling, the online survey was collected from November 2021–January 2022 from different social media platforms. Several factors such as hedonic motivation, effort expectancy, performance expectancy, perceived usefulness, security, perceived usability, facilitating conditions, social influence, habit, behavioral intention, and SUS were considered in this study. Using Structural Equation Modeling (SEM), results showed that habit was the most significant factor in behavioral intention, followed by perceived usability, facilitating conditions, social influence, and hedonic motivation. In addition, it was evident from the results that when the mobile application is free and resources are available, then continuous patronage of the mobile application will be considered. In-game resources may be capitalized on by developers after gaining these habits and hedonic motivations among users. This is the first study that evaluated MLBB by utilizing the integrated models of UTAUT2 and SUS during the COVID-19 pandemic. The results of this study could be beneficial for developers to entice users for team play and entertainment-based mobile applications. Finally, the model considered may be extended and applied to other mobile applications worldwide.
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Waworuntu, Alexander, Aurelius Ivan Wijaya, and Maecyntha Irelynn Tantra. "UMN Sims: Development of Student Life Simulation Game to Introduce Onsite Campus Activities using React.js." International Journal of Research and Review 10, no. 1 (February 3, 2023): 680–87. http://dx.doi.org/10.52403/ijrr.20230176.

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After two years of the implementation of the online learning mechanism due to the Covid-19 pandemic, Universitas Multimedia Nusantara, a private university in Tangerang, Indonesia, has again implemented an onsite learning mechanism. Based on the initial survey conducted, it was found that many students were not aware of various academic and non-academic activities that could be carried out on campus and its surroundings. Therefore, in this paper, we try to make a simulation game to introduce students to various activities that can be done on campus and its surroundings. Simulation games are developed mainly using React.js with the Axioos library to perform HTTP requests to access web services. We evaluated this game using the Hedonic-Motivation System Adoption Model or HMSAM to determine the level of player satisfaction. We conducted experiments on high school students, freshmen and sophomores and found that high school students' HMSAM scores were higher, assuming high school students had a curiosity about life as university students. Behavioral intention to use and immersion obtained using HMSAM were 80.25% and 80.31%, respectively, this means that these games strongly agree that respondents are interested in playing UMNSims and playing it immersively. Keywords: HMSAM, ReactJS, Simulation Game, university, web-based
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Miyata, Mayuko, and Shao-Chin Sung. "Coalition Formation Based Staffing Strategy Development." Journal of Advanced Computational Intelligence and Intelligent Informatics 16, no. 3 (May 20, 2012): 430–35. http://dx.doi.org/10.20965/jaciii.2012.p0430.

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In this paper, we propose game theoretical models for developing staffing strategies, i.e., strategies which support managers’ decision making on hiring, head hunting, staff reassignment, and implementation of staff development policy in enterprises. Our staffing models are hedonic coalition formation games with newly proposed stability concepts calledinvitation based stabilities, in which players’ activities of changing their coalitions are motivated based on invitation from other coalitions. These stabilities capture behaviors of managers, employees, and contractors depending on the balance of power in business situations. We analyze the existence of stable coalition structures under invitation based stabilities, and provide several sufficient conditions with natural interpretations as staffing strategies.
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Molinillo, Sebastian, Francisco Muñoz-Leiva, and Fátima Pérez-García. "The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games." Industrial Management & Data Systems 118, no. 9 (October 15, 2018): 1766–86. http://dx.doi.org/10.1108/imds-11-2017-0544.

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Purpose The purpose of this paper is to empirically examine the factors that influence the acceptance and use of mobile casual games. Design/methodology/approach A theoretical model is proposed based on the theory of reasonable action, the uses and gratifications theory, the network externalities (NEs) paradigm and the human–computer interaction literature. An empirical study was conducted through an online survey of mobile casual gamers in Spain, using a convenience sample. The proposed model was tested by an analysis of the collected data through a structural equation model using the partial least squares method. Findings The results indicate that human–mobile game interaction and NEs have a significant indirect impact on intention to play (IP), through utilitarian, hedonic and relational motivations. In addition, the full mediation effect of attitude was found between these constructs and IP, which is a very important determinant of actual use. Originality/value This study is among the few that focuses on users’ acceptance of mobile games apps, the features of which differ significantly from personal computer and console games. It highlights the effects of human–game interaction and NEs on the adoption of mobile casual games. Hence, the study contributes to the theoretical and practical understanding of the factors that lead users to adopt an entertainment mobile application.
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Wang, Xiaohui, Dion Hoe-Lian Goh, Ee-Peng Lim, and Adrian Wei Liang Vu. "Understanding the determinants of human computation game acceptance." Online Information Review 40, no. 4 (August 8, 2016): 481–96. http://dx.doi.org/10.1108/oir-06-2015-0203.

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Purpose – Human computation games (HCGs) that blend gaming with utilitarian purposes are a potentially effective channel for content creation. The purpose of this paper is to investigate the driving factors behind players’ adoption of HCGs through a music video tagging game. The effects of perceived aesthetic experience (PAE) and perceived output quality (POQ) on HCG acceptance are empirically examined. Design/methodology/approach – An integrative structural model is developed to explain how hedonic and utilitarian factors, including PAE and POQ, working with another salient factor – perceived usefulness (PU) – affect the acceptance of HCGs. The structural equation modeling method is used to verify the proposed model with data from 124 participants. Findings – Results show that PAE is the strongest predictor of HCGs adoption. PU has a significant impact on individuals’ attitude toward HCGs. POQ is a salient predictor of PU and PAE, and its indirect effect on attitude is significance. Originality/value – From an academic point of view, this study provides a good understanding of the driving factors behind player acceptance of HCGs and adds new knowledge to games with utilitarian purposes. It is also one of the first to describe the components of game enjoyment with a taxonomy of aesthetic experiences. From the practical perspective, the investigation of the specific factors behind adoption of HCGs provides specific guidelines for their design and evaluation.
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Igarashi, Ayumi, Jakub Sliwinski, and Yair Zick. "Forming Probably Stable Communities with Limited Interactions." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 2053–60. http://dx.doi.org/10.1609/aaai.v33i01.33012053.

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A community needs to be partitioned into disjoint groups; each community member has an underlying preference over the groups that they would want to be a member of. We are interested in finding a stable community structure: one where no subset of members S wants to deviate from the current structure. We model this setting as a hedonic game, where players are connected by an underlying interaction network, and can only consider joining groups that are connected subgraphs of the underlying graph. We analyze the relation between network structure, and one’s capability to infer statistically stable (also known as PAC stable) player partitions from data. We show that when the interaction network is a forest, one can efficiently infer PAC stable coalition structures. Furthermore, when the underlying interaction graph is not a forest, efficient PAC stabilizability is no longer achievable. Thus, our results completely characterize when one can leverage the underlying graph structure in order to compute PAC stable outcomes for hedonic games. Finally, given an unknown underlying interaction network, we show that it is NP-hard to decide whether there exists a forest consistent with data samples from the network.
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Alexiou, Andreas, and Anthony Doerga. "Sprites and stories: The impact of hedonic game elements on perceived learning outcomes." Academy of Management Proceedings 2015, no. 1 (January 2015): 17225. http://dx.doi.org/10.5465/ambpp.2015.17225abstract.

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Jang, Inmo, Hyo-Sang Shin, and Antonios Tsourdos. "Anonymous Hedonic Game for Task Allocation in a Large-Scale Multiple Agent System." IEEE Transactions on Robotics 34, no. 6 (December 2018): 1534–48. http://dx.doi.org/10.1109/tro.2018.2858292.

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Ray, Benay Kumar, Avirup Saha, and Sarbani Roy. "Migration cost and profit oriented cloud federation formation: hedonic coalition game based approach." Cluster Computing 21, no. 4 (August 25, 2018): 1981–99. http://dx.doi.org/10.1007/s10586-018-2837-0.

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Sampoerna, Jansen, Wirawan Istiono, and Alethea Suryadibrata. "Virtual Reality Game for Introducing Pencak Silat." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 01 (January 12, 2021): 199. http://dx.doi.org/10.3991/ijim.v15i01.17679.

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The culture of the Indonesians is truly diverse and widely known by worldwide community. One of the cultures is the martial art called pencak silat. Pencak silat is considered as a martial art because each movement includes art. There are many Indonesians pay less attention to this martial art. Therefore, in this paper, we try to create a media to introduce pencak silat. One of the media that can be used is a rhythm game with virtual reality technology. Virtual reality rhythm game is played by hitting the incoming object in accordance of the song being played. Player can hit that object by using pencak silat’s movement corresponding to the incoming object. The movements used in this game are “pukulan lurus”, “pukulan sangkal”, “tebangan”, and “dobrakan”. We evaluate this game by using Hedonic-Motivation System Adoption Model or HMSAM modelling to determine the satisfaction level of the player. The behavioral intention to use and immersion obtained by using HMSAM are 78.61% and 77%, respectively
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Lindridge, Andrew, Sharon E. Beatty, and William Magnus Northington. "Do gambling game choices reflect a recreational gambler’s motivations?" Qualitative Market Research: An International Journal 21, no. 3 (June 11, 2018): 296–315. http://dx.doi.org/10.1108/qmr-10-2016-0093.

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Purpose Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous research has not assessed whether gaming choice is a function of one’s personal motivations or simply a desire to gamble in general, regardless of game choice among recreational gamblers. The purpose of this study is to explore this theme by considering “illusion of control” where luck and skill may moderate gambling motivation. Design/methodology/approach This study applies two motivation theories, hedonic consumption theory and motivation disposition theory, and examines heuristic perspectives related to gambling. Three stages of qualitative data collection were undertaken. Findings The findings indicate that for recreational gamblers, gaming choice is a function of personal motives. Hence, gamblers chose games that reflect their needs or motives, focusing on the game or games that best allow them to achieve their goals and desires. Research limitations/implications These findings shed light on an important topic and include an in-depth examination of recreational gamblers’ motivations. Further quantitative examinations should be considered. Practical implications This research could be used by practitioners or researchers in better segmenting the casino recreational gambling market. Originality/value While many researchers have examined gambling motivations and even gambling motivations by venue (e.g. casino versus online), few researchers have focused on gamblers’ choice of games and even fewer have studied recreational gamblers’ motivations with a qualitatively rich approach, resulting in some useful perspectives on drivers of recreational gamblers by personal motives.
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Suh, Ayoung, and Christian Wagner. "How gamification of an enterprise collaboration system increases knowledge contribution: an affordance approach." Journal of Knowledge Management 21, no. 2 (April 3, 2017): 416–31. http://dx.doi.org/10.1108/jkm-10-2016-0429.

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Purpose This study aims to examine how gamification increases employees’ knowledge contribution to the place of work. It develops and tests the conjecture that gamification adds hedonic value to the use of an enterprise collaboration system (ECS), which, in turn, increases in both the quality and quantity of knowledge contribution. Design/methodology/approach Drawing on the framework of successful gamification against a backdrop of affordance theory, this study develops and tests a theoretical model that explains the effects of gamification affordances on knowledge contribution via the use of an ECS. Empirical data were gathered from 166 employees at a global company that used a gamified ECS designed to aid knowledge sharing. Findings Results using structural equation modeling showed that three gamification affordances – rewardability, competition and visibility of achievement – jointly influenced employees’ perceived hedonic value of the ECS, which, in turn, increased knowledge contribution. Practical implications The results indicate that designing affordances that can increase hedonic value is central to facilitating employees’ knowledge contribution. However, simply incorporating game artifacts does not guarantee increased hedonic value of an ECS. Instead, assessing, monitoring and diagnosing what affordances users perceive from the use of a gamified system are important. Originality/value By conceptualizing gamification affordances rather than specifying the design features of enterprise applications, this study provides meaningful insights into how the benefits of gamification can be harnessed for knowledge management in organizations.
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Afi, Fouad El, and Smail Ouiddad. "Consumer engagement in value co-creation within virtual video game communities." Management & Marketing. Challenges for the Knowledge Society 16, no. 4 (December 1, 2021): 370–86. http://dx.doi.org/10.2478/mmcks-2021-0022.

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Abstract With the emergence of the gaming industry as the most empowering form of entertainment, video game online communities have become a refuge for many users who are looking to fulfil specific needs, leading them to participate in creating their own experiences. Drawing upon the uses and gratifications theory, this research aims to understand the motivations behind consumer engagement in value co-creation within digital game distribution services (exp. Steam), and how it affects loyalty. To the extent of the author’s knowledge, little research has addressed this question within the gaming industry. We conducted an online survey administered to video game platforms users, through which 195 valid answers were collected. Findings suggest that hedonic along with personal and social motivations have positive influence on user’s engagement to co-create value, which in return increases their loyalty behavior.
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García, Jaume, Plácido Rodríguez, and Federico Todeschini. "The Demand for the Characteristics of Football Matches: A Hedonic Price Approach." Journal of Sports Economics 21, no. 7 (June 11, 2020): 688–704. http://dx.doi.org/10.1177/1527002520930252.

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We estimate a system of demand equations for three aggregate characteristics of a football game—quality of the teams, outcome uncertainty, and schedule—based on the estimation of a hedonic price model for the ticket price of a football match using data from the Spanish football league. We conclude that all three characteristics are not inferior goods (quality as a luxury), and they are price inelastic, showing some degree of complementarity. Some implications of these results in terms of the measures taken and to be taken by the Spanish association of football clubs (LaLiga) are discussed.
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Akbar, M. Rezky, Gugus Irianto, and Ainur Rofiq. "Purchase Behaviour Determinants on Online Mobile Game in Indonesia." International Journal of Multicultural and Multireligious Understanding 5, no. 6 (December 1, 2018): 16. http://dx.doi.org/10.18415/ijmmu.v5i6.457.

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This study aimed to examine the determinants of purchase behaviour in online mobile game. This study was conducted based on the Unified Theory of Acceptance and Use of Technology second version (UTAUT2) with additional customization and advancement. Partial Least Square Structural Equation Model (SEM-PLS) was applied to examine this research model. The samples were collected using online surveys to the users of Mobile Legends: Bang Bang, and then there were 457 respondents obtained. The result of this study revealed that performance expectancy, payment ability, hedonic motivation, price value, habit, customization and advancement had a positive effect on purchase intention, and the intention also had a positive effect on actual purchase. However, it was found that effort expectancy and social influence did not significant on purchase intention. The result of this study can be used as a reference for game develovers so that in-game purchases can be accepted by users.
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Little, Joseph M., and Robert P. Berrens. "The Southwestern Market for Big-Game Hunting Permits and Services: A Hedonic Pricing Analysis." Human Dimensions of Wildlife 13, no. 3 (May 5, 2008): 143–57. http://dx.doi.org/10.1080/10871200701883580.

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Harviainen, J. Tuomas, and Amon Rapp. "Multiplayer online role-playing as information retrieval and system use: an ethnographic study." Journal of Documentation 74, no. 3 (May 14, 2018): 624–40. http://dx.doi.org/10.1108/jd-07-2017-0100.

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Purpose The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing function like information retrieval from a library database system. Design/methodology/approach By combining ideas from earlier contributions on the topics of game environments as information systems, the paper explores how gameplay connects to information retrieval, restricted content access, and information system structure. The paper then proceeds to examine this idea through an ethnographic study conducted in World of Warcraft during 2012-2016. Findings By discussing how multiplayer digital game play is a form of information retrieval, the paper shows that players enjoy the well-restricted access to information that is a constitutive element of gameplay. Examining controlled access, procedural literacies and emphatic keywords, the paper finds that content relevances and system use may be influenced by hedonic concerns rather than task efficiency. Originality/value The study of retrieval issues related to gaming enriches our knowledge on inferences in retrieval. It shows that people may prefer that their access to information be limited, in order to make system use more interesting.
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Wibowo, Tony. "Studi Faktor Pendukung Popularitas Multiplayer Online Battle Arena dengan Pendekatan Kuantitatif." Ultima InfoSys : Jurnal Ilmu Sistem Informasi 12, no. 1 (June 28, 2021): 1–7. http://dx.doi.org/10.31937/si.v12i1.1951.

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One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2
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Galeotti, Fabio, Charlotte Saucet, and Marie Claire Villeval. "Unethical amnesia responds more to instrumental than to hedonic motives." Proceedings of the National Academy of Sciences 117, no. 41 (September 28, 2020): 25423–28. http://dx.doi.org/10.1073/pnas.2011291117.

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Humans care about morality. Yet, they often engage in actions that contradict their moral self. Unethical amnesia is observed when people do not remember or remember less vividly these actions. This paper explores two reasons why individuals may experience unethical amnesia. Forgetting past unethical behavior may be motivated by purely hedonic or affective reasons, such as the willingness to maintain one’s moral self-image, but also by instrumental or strategic motives, in anticipation of future misbehavior. In a large-scale incentivized online experiment (n= 1,322) using a variant of a mind game, we find that hedonic considerations are not sufficient to motivate the forgetting of past cheating behavior. This is confirmed in a follow-up experiment (n= 1,005) in which recalls are elicited the same day instead of 3 wk apart. However, when unethical amnesia can serve as a justification for a future action, such as deciding on whether to keep undeserved money, motivated forgetting is more likely. Thereby, we show that motivated forgetting occurs as a self-excuse to justify future immoral decisions.
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Chang, I.-Cheng, Chuang-Chun Liu, and Kuanchin Chen. "The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games." Internet Research 24, no. 1 (January 28, 2014): 21–45. http://dx.doi.org/10.1108/intr-02-2012-0025.

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Purpose – The focus in this study is a model that predicts continuance intention of online multi-player games. In this integrated model, the social cognitive theory (SCT) lays out the foundation of two types of pre-use (pre-play) expectations, the flow theory captures the affective feeling with the game as a moderator for the effect from the two pre-use expectations, and subjective norm together with its associated antecedents cover a wide spectrum of social influences. Design/methodology/approach – A questionnaire was designed and pre-tested before distributing to target respondents. The reliability and validity of the instrument both met the commonly accepted guidelines. The integrated model was assessed first by examining its measurement model and then the structural model. Findings – The integration of cognitive, affective and social influence in this model explains a larger amount of variance compared to the competing models and existing studies. Originality/value – Unlike a popular trend that studies predictors of online games from either cognitive or affect angle, the work looks at both together to study how their joint effect is related to continuance intention. This marks an important improvement as cognitive expectations derived from SCT captures the pre-use experience that may be influenced or swayed by sources including those that are inflated or incorrect. By studying flow as a moderator in conjunction with other sources of influence, the authors are able to further the understanding of how the pre-use expectations may be shaped by one's own experience.
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Xiaolei Hao, Man Hon Cheung, V. W. S. Wong, and V. C. M. Leung. "Hedonic Coalition Formation Game for Cooperative Spectrum Sensing and Channel Access in Cognitive Radio Networks." IEEE Transactions on Wireless Communications 11, no. 11 (November 2012): 3968–79. http://dx.doi.org/10.1109/twc.2012.092412.111833.

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Park, SeungBae, JeaWon Hong, Kyung young Ohk, and TeaBok Yoon. "The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System." International Journal of Multimedia and Ubiquitous Engineering 10, no. 1 (January 31, 2015): 59–70. http://dx.doi.org/10.14257/ijmue.2015.10.1.6.

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Cohen, Elizabeth L. "Enjoyment of a counter-hedonic serious digital game: Determinants and effects on learning and self-efficacy." Psychology of Popular Media Culture 5, no. 2 (April 2016): 157–70. http://dx.doi.org/10.1037/ppm0000052.

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Hong, Jon-Chao, Ming-Yueh Hwang, Kai-Hsin Tai, and Yen-Chun Kuo. "Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design." Computers & Education 95 (April 2016): 75–84. http://dx.doi.org/10.1016/j.compedu.2015.12.006.

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