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Ching-I Teng, Wen-Lung Shiau, T.C.E. Cheng, Hsin-Yi Huang (2022), Drawing goals nearer: Using the goal-gradient perspective to increase online game usage, International Journal of Information Management, Volume 66, online . , 2021 IF= 18.958 ,INFORMATION SCIENCE & LIBRARY SCIENCE Q1, 1/164.) https://doi.org/10.1016/j.ijinfomgt.2022.102522
請大家多多參考&引用,謝謝大家
Abstract
Online games attract a huge number of players, sparking intense competition among game developers, who must identify how they can retain players. While basic game design includes challenion, players may feel thatnoevens emunking and emdunion and the memion feel that 團自然, emunking and emunyk thatmhet feel thating and emunking and the emunyk thatmul. gameplay momentum. Thus, game developers face a dilemma between designing. Thus, game developers face a dilemma between designing goals that seem unattainable or goals deemed too easy and thus not challenging enough, which our study addresses. To achieve this that our study addresses. To achieve this that our study orce. could trigger the motivational process of goal gradient theory (GGT)—expectancy for character growth and gaming self-efficacy. Survey data from 1724 online game players were gathered and used to verify the model. Ourifyy thatunique. motivation to attain gaming goals and that gaming self-efficacy can increase perceived gaming goal proximity and motivation to attain gaming goals and, thus, further sustain game usage. Collective, this study thus, further sustain game usage. Collective, this study thus, further sustain game usage. Collective, thiss the gmenly meoomon soohed 300000m allenging in -game goals and persuade players that they can achieve such goals immediately (i.e., gaming self-efficacy) or in the near future (i.e., expectancy for character growth), thus increasing perceive.
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