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The Pleasures of Success: Game-Related Efficacy Experiences as a Mediator Between Player Performance and Game Enjoyment
11 references·1 citing·29 second hop
The Pleasures of Success: Game-Related Efficacy Experiences as a Mediator Between Player Performance and Game Enjoyment (2011)The Pleasures of Success: Game-Related Ef…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…Player Performance, Satisfaction, and Video Game Enjoyment (2009)Player Performance, Satisfact…Effectance and Control as Determinants of Video Game Enjoyment (2007)Effectance and Control as Det…Video Game Uses and Gratifications as Predicators of Use and Game Preference. (2006)Video Game Uses and Gratifica…Effectance, self-efficacy, and the motivation to play video games (2006)Effectance, self-efficacy, an…Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Self-efficacy: Toward a unifying theory of behavioral change (1978)Self-efficacy: Toward a unify…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unify…Motivation reconsidered: The concept of competence. (1963)Motivation reconsidered: The …Motivation reconsidered: The concept of competence. (1959)Motivation reconsidered: The …The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment (2014)The winner takes it all: The …The origins of intelligence in children. (1952)Science and Human Behavior (1953)Motivation and Personality (1997)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Alternative Ways of Assessing Model Fit (1992)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Exploring user acceptance of 3D virtual worlds in travel and tourism marketing (2012)The impact of user interactions in social media on brand awareness and purchase intention: the case of MINI on Facebook (2013)Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework (2015)Generalized expectancies for internal versus external control of reinforcement. (1966)Social Learning Theory. (1978)The theory of planned behavior (1991)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)Self-efficacy mechanism in human agency. (1982)Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries (1992)Gender and Computer Games: Exploring Females' Dislikes (2006)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Avatar Creation and Video Game Enjoyment (2010)Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games (2010)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)The Psychology of Esports: A Systematic Literature Review (2018)Exploring persistence in gaming: The role of self-determination and social identity (2014)Internet Gaming Disorder and Its Associated Personality Traits: A Systematic Review Using PRISMA Guidelines (2019)From Intentions to Actions: A Theory of Planned Behavior (1985)
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References

  • 1999Self-Efficacy: The Exercise of Control46,779 cited
  • 1977Self-efficacy: Toward a unifying theory of behavioral change.43,875 cited
  • 1978Self-efficacy: Toward a unifying theory of behavioral change10,580 cited
  • 1959Motivation reconsidered: The concept of competence.5,681 cited
  • 1963Motivation reconsidered: The concept of competence.4,792 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs611 cited
  • 2006Video Game Uses and Gratifications as Predicators of Use and Game Preference.388 cited
  • 2007Effectance and Control as Determinants of Video Game Enjoyment311 cited
  • 2006Effectance, self-efficacy, and the motivation to play video games164 cited
  • 2009Player Performance, Satisfaction, and Video Game Enjoyment141 cited

Cited by

  • 2014The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment120 cited

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