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Explaining the enjoyment of playing video games: the role of competition
13 references·16 citing·46 second hop
Explaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of playing video…. MOOD MANAGEMENT: USING ENTERTAINMENT TO FULL ADVANTAGE (2015). MOOD MANAGEMENT: USING ENTE…The Ambiguity of Play (2009)The Ambiguity of PlayIt's all entertainment—sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences (2001)It's all entertainment—sure. …Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Development of prosocial, individualistic, and competitive orientations: Theory and preliminary evidence. (1997)Development of prosocial, ind…How “Real” Are Computer Personalities? (1996)How “Real” Are Computer Perso…When comparisons arise. (1995)When comparisons arise.Social value orientations and impressions of partner's honesty and intelligence: A test of the might versus morality effect. (1994)Social value orientations and…Toward a Self-Evaluation Maintenance Model of Social Behavior (1988)Toward a Self-Evaluation Main…Development of the Sport Orientation Questionnaire (1988)Development of the Sport Orie…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Social motivation—a set of propositions (1972)Social motivation—a set of pr…Motivational bases of choice in experimental games (1968)Motivational bases of choice …Exploring the hedonic factors affecting customer experiences in phygital retailing (2022)Exploring the hedonic factors…Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Uses and Gratifications of Po…Toxic Behaviors in Esports Games (2018)Toxic Behaviors in Esports Ga…The Psychology of Esports: A Systematic Literature Review (2018)The Psychology of Esports: A …The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment (2015)The interplay of game element…The effects of competition and competitiveness upon intrinsic motivation in exergames (2013)The effects of competition an…Playing in Parallel: The Effects of Multiplayer Modes in Active Video Game on Motivation and Physical Exertion (2013)Playing in Parallel: The Effe…The influence of competition, cooperation, and player relationship in a motor performance centered computer game (2012)The influence of competition,…Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)Identification With Video Gam…Avatar Creation and Video Game Enjoyment (2010)Avatar Creation and Video Gam…Player Performance, Satisfaction, and Video Game Enjoyment (2009)Player Performance, Satisfact…Identification with the Player Character as Determinant of Video Game Enjoyment (2007)Identification with the Playe…Effectance and Control as Determinants of Video Game Enjoyment (2007)Effectance and Control as Det…Beyond Control and Rationality: Dewey, Aesthetics, Motivation, and Educative Experiences (2007)Beyond Control and Rationalit…Appeal of Playing Online First Person Shooter Games (2007)Appeal of Playing Online Firs…Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation (2006)Phasic Emotional Reactions to…A Theory of Social Comparison Processes (1954)A circumplex model of affect. 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(1980)The Evolution of Cooperation (1981)Prospect theory: An analysis of decision under risk (1988)Influence of social motives on integrative negotiation: A meta-analytic review and test of two theories. (2000)First offers as anchors: The role of perspective-taking and negotiator focus. (2001)Motivated Information Processing in Group Judgment and Decision Making (2007)Uses and Gratifications Research (1973)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The qualitative content analysis process (2008)The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers (2019)Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019 (2020)Esports matrix: Structuring the esports research agenda (2020)Patterns of Attachment: A Psychological Study of the Strange Situation (1978)Adult attachment, working models, and relationship quality in dating couples. (1990)Attachment styles among young adults: A test of a four-category model. (1991)Interdependence, Interaction, and Relationships (2002)Prosocial Behavior: Multilevel Perspectives (2004)Awe, the small self, and prosocial behavior. (2015)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Ironic processes of mental control. (1994)The Emerging Field of Emotion Regulation: An Integrative Review (1998)All Negative Moods Are Not Equal: Motivational Influences of Anxiety and Sadness on Decision Making (1999)What is Social Comparison and How Should We Study it? 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this work references cited by second hop

References

  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1988Toward a Self-Evaluation Maintenance Model of Social Behavior1,873 cited
  • 2009The Ambiguity of Play1,313 cited
  • 1997Development of prosocial, individualistic, and competitive orientations: Theory and preliminary evidence.1,209 cited
  • 1968Motivational bases of choice in experimental games1,097 cited
  • 1995When comparisons arise.722 cited
  • 1994Social value orientations and impressions of partner's honesty and intelligence: A test of the might versus morality effect.430 cited
  • 2015. MOOD MANAGEMENT: USING ENTERTAINMENT TO FULL ADVANTAGE403 cited
  • 1972Social motivation—a set of propositions367 cited
  • 1988Development of the Sport Orientation Questionnaire340 cited
  • 1996How “Real” Are Computer Personalities?291 cited
  • 2001It's all entertainment—sure. But what exactly is entertainment? Communication research, media psychology, and the explanation of entertainment experiences160 cited

Cited by

  • 2018The Psychology of Esports: A Systematic Literature Review376 cited
  • 2007Effectance and Control as Determinants of Video Game Enjoyment

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

311 cited
  • 2010Avatar Creation and Video Game Enjoyment274 cited
  • 2007Appeal of Playing Online First Person Shooter Games274 cited
  • 2006Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation263 cited
  • 2007Identification with the Player Character as Determinant of Video Game Enjoyment226 cited
  • 2018Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?207 cited
  • 2010Identification With Video Game Characters as Automatic Shift of Self-Perceptions203 cited
  • 2012The influence of competition, cooperation, and player relationship in a motor performance centered computer game150 cited
  • 2018Toxic Behaviors in Esports Games147 cited
  • 2013The effects of competition and competitiveness upon intrinsic motivation in exergames146 cited
  • 2009Player Performance, Satisfaction, and Video Game Enjoyment141 cited
  • 2007Beyond Control and Rationality: Dewey, Aesthetics, Motivation, and Educative Experiences107 cited
  • 2013Playing in Parallel: The Effects of Multiplayer Modes in Active Video Game on Motivation and Physical Exertion101 cited
  • 2022Exploring the hedonic factors affecting customer experiences in phygital retailing100 cited
  • 2015The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment99 cited