Explaining the enjoyment of playing video games: the role of competition
By Peter Vorderer, Tilo Hartmann, Christoph Klimmt. International Conference on Evolutionary Computation, 2003
516 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/318cc335ee5c35a04634b8a8b533166b09f6697e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Daniel L. King
- Paul Benjamin Lowry
- Tilo Hartmann
- Christoph Klimmt
- Mark D. Griffiths
- Paul H. Delfabbro
- Tom L. Roberts Jr.
- Peter Vorderer
Citations in the corpus
- GameFlow: a model for evaluating player enjoyment in games (2005, background): “2004], reaching a desired goal [Federoff 2002], and suspensefully coping with danger [Vorderer et al. 2003].”
- Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation (2006, background): “, competitiveness) play a critical role also in gaming behavior (Grodal, 2000; Vorderer et al., 2003).”
- Video Game Structural Characteristics: A New Psychological Taxonomy (2009, background): “Vorderer et al. (2003) argued that the competitive elements in video games are the most important determinant of enjoyment from playing video games.”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “…study did not represent the full range of intrinsic motivations that are possible with HMS use, which could also include motivations to escape pressures (Joines et al., 2003; Yee, 2006), engage in challenge (Foltz, 2004; Vorderer et al., 2003), and discover novel things (Barnes, 2007; Yee, 2006).”
- What is user engagement? A conceptual framework for defining user engagement with technology (2008, unknown): “A number of these same attributes (e.g., feedback, intrinsic motivation, fun, user control, and interactivity) have been studied in video games (Carroll & Thomas, 1988; Vorderer, Hartmann, & Klimmt, 2003; Choi & Kim, 2004).”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “These evaluations include the perception about how the current position is in contrast to the positions of the others and what tendency is expected for the further process of the competition (Vorderer et al., 2003 ).”
- How players manage moral concerns to make video game violence enjoyable (2006, background): “This finding suggests that the focus on achievement and competition (see also Vorderer et al., 2006) renders moral reasoning unimportant.”
- Requirements and design space for interactive public displays (2010, background): “In this case collaboration is especially motivating if individual behavior is recognized by others [59].”
- Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games (2015, background): “While the widely adopted game design element of competition increases enjoyment [52], it has also led to an increasing concern about negative behavior.”