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An increasing number of applications use game design elements to motivate user behavior in non-game contexts. Yet current models of video game motivation do not connect to the granular level of single design elements. Similarly, they do not address the social situation of game play. To address this lack, the concept of situated motivational affordances is introduced to conceptualize the motivational pull of single game design elements in varying contexts.
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Stored only when both papers are in the corpus — 216 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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