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Gamefulness: Understanding User Psyc...
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Ntsweng, Oteng,
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Gamefulness: Understanding User Psychological Experience with Game-Based Dual-Purpose Systems /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gamefulness: Understanding User Psychological Experience with Game-Based Dual-Purpose Systems // Oteng Ntsweng.
Author:
Ntsweng, Oteng,
Description:
1 electronic resource (179 pages)
Notes:
Source: Dissertations Abstracts International, Volume: 86-06, Section: B.
Contained By:
Dissertations Abstracts International86-06B.
Subject:
Motivation. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31777223
ISBN:
9798346777885
Gamefulness: Understanding User Psychological Experience with Game-Based Dual-Purpose Systems /
Ntsweng, Oteng,
Gamefulness: Understanding User Psychological Experience with Game-Based Dual-Purpose Systems /
Oteng Ntsweng. - 1 electronic resource (179 pages)
Source: Dissertations Abstracts International, Volume: 86-06, Section: B.
Today, technology users seek far more than utility; they also want a pleasant experience (Deterding 2015). As a result, utilitarian and hedonic systems are increasingly becoming entwined (Koivisto and Hamari 2019). Utilitarian systems are productivity-oriented, designed to achieve specific instrumental goals (van der Heijden 2004). Hedonic systems such as video games are process-oriented, focused on the pleasure inherent in the usage activity (Agarwal and Karahanna 2000; van der Heijden 2004). No standard nomenclature exists for this convergence. Depending on the context, it has been referred to by various terms, including serious games, game-based learning, health games, or gamification. We refer to these systems as game-based dualpurposed systems (DPS)1 , hereafter termed DPS (Wu and Lu 2013). DPS have permeated all spheres of life, including education, marketing, health and wellness, sustainability, and even the enterprise space (Kato-Lin et al. 2020; Liu et al. 2017; Walz and Deterding 2014; Zimmerman 2014). A recent practitioner research forecasts that their market in the United States would reach 10.6 billion US dollars in 2026, up from 3.9 billion in 2021 (Clement 2021).
English
ISBN: 9798346777885Subjects--Topical Terms:
532704
Motivation.
Gamefulness: Understanding User Psychological Experience with Game-Based Dual-Purpose Systems /
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Today, technology users seek far more than utility; they also want a pleasant experience (Deterding 2015). As a result, utilitarian and hedonic systems are increasingly becoming entwined (Koivisto and Hamari 2019). Utilitarian systems are productivity-oriented, designed to achieve specific instrumental goals (van der Heijden 2004). Hedonic systems such as video games are process-oriented, focused on the pleasure inherent in the usage activity (Agarwal and Karahanna 2000; van der Heijden 2004). No standard nomenclature exists for this convergence. Depending on the context, it has been referred to by various terms, including serious games, game-based learning, health games, or gamification. We refer to these systems as game-based dualpurposed systems (DPS)1 , hereafter termed DPS (Wu and Lu 2013). DPS have permeated all spheres of life, including education, marketing, health and wellness, sustainability, and even the enterprise space (Kato-Lin et al. 2020; Liu et al. 2017; Walz and Deterding 2014; Zimmerman 2014). A recent practitioner research forecasts that their market in the United States would reach 10.6 billion US dollars in 2026, up from 3.9 billion in 2021 (Clement 2021).
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31777223
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