Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame
By Wei Peng, Jih-Hsuan Tammy Lin, Karin A. Pfeiffer, Brian M. Winn. 2012
381 citations recorded by the source corpus.
Subfields: Applied Psychology, Safety Research, Social Psychology
View Paper: https://www.semanticscholar.org/paper/e2b455cb93a83a9d6463ecafcbba6e0b887c0632
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Applied Psychology
- Rafael A. Calvo
- Dorian Peters
- Klaus Opwis
- Richard M. Ryan
- Florian Brühlmann
- Maarten Vansteenkiste
- Edward L. Deci
- Robert J. Vallerand
In Safety Research
- Rafael A. Calvo
- Dorian Peters
- Klaus Opwis
- Florian Brühlmann
- Alexandre N. Tuch
- Elisa D. Mekler
- Richard M. Ryan
- Maarten Vansteenkiste
In Social Psychology
- Rafael A. Calvo
- Dorian Peters
- Klaus Opwis
- Florian Brühlmann
- Alexandre N. Tuch
- Elisa D. Mekler
- Richard M. Ryan
- Maarten Vansteenkiste
Citations in the corpus
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, neutral): “Koivisto & Hamari, 2019; Peng et al., 2012; Snodgrass et al., 2013; Yee et al., 2012; Yee, 2007).”
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “Scaffolding is critical for competence-supporting gaming features (Peng, Lin, Preiffer, & Winn, 2012) and sustainable engaging experience in GBL.”
- Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017, background): “Lastly, need satisfaction has been found to mediate the effects of game elements on intrinsic motivation (Peng et al., 2012), hence we posit that:”
- Designing for Motivation, Engagement and Wellbeing in Digital Experience (2018, methodology): “Illustratively, Peng et al. (2012) in the exergame experiment mentioned above, manipulated a competence-enhancement condition based on dynamic difficulty.”