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Social and Behavioral Sciences Commons

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Full-Text Articles in Social and Behavioral Sciences

The Cost Of Playing The Game: Modeling In-Game Purchase Intention And Investigating Purchase Behavior Of Mobile Gamers, William J. Shelstad Apr 2022

The Cost Of Playing The Game: Modeling In-Game Purchase Intention And Investigating Purchase Behavior Of Mobile Gamers, William J. Shelstad

Doctoral Dissertations and Master's Theses

Free-to-play games typically have a monetization model that relies on players to purchase in-game items or virtual goods to generate revenue (Nguyen, 2015). There have been several empirical efforts to investigate purchase intention of virtual goods in video games with some focusing on quantitative models of purchase intention. Most of these studies tend to be with virtual worlds and lack the use of validated instruments to measure constructs (Hamari & Keronen, 2017). This research sought to gain a greater understanding of purchase intention of in-game content or virtual goods in mobile games through two studies.

Study 1 modeled purchase intention …


Friendships In Gamers And Non-Gamers, Christina M. Frederick, Tianxin Zhang Jan 2021

Friendships In Gamers And Non-Gamers, Christina M. Frederick, Tianxin Zhang

Publications

Online social technologies, such as email, social networking applications, texting and others, are now used by a majority of individuals in the U.S. (Pew, 2018a). As a result, it is not uncommon to develop friendships with others that are conducted primarily in an online environment. However, we know little about the qualities of online friendships and how they may, or may not, differ from traditional face to face friendships. The present study focused on exploring friendship quality in online and offline domains using two groups: a gamer group and a non-gamer group that used non-gaming applications to connect with others …


Validation Of The Guess-18: A Short Version Of The Game User Experience Satisfaction Scale (Guess), Joseph R. Keebler, William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro, Mikki H. Phan Nov 2020

Validation Of The Guess-18: A Short Version Of The Game User Experience Satisfaction Scale (Guess), Joseph R. Keebler, William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro, Mikki H. Phan

Publications

The Game User Experience Satisfaction Scale (GUESS) is a 55-item tool assessing nine constructs describing video game satisfaction. While the development of the GUESS followed best practices and resulted in a versatile, comprehensive tool for assessing video game user experience, responding to 55 items can be cumbersome in situations where repeated assessments are necessary. The aim of this research was to develop a shorter version of the scale for use in iterative game design, testing, and research. Two studies were conducted: the first one to create a configural model of the GUESS that was then truncated to an 18-item short …


Examining The Qualities Of Online And Offline Friendships: A Comparison Between Groups, Christina M. Frederick, Tianxin Zhang Jan 2020

Examining The Qualities Of Online And Offline Friendships: A Comparison Between Groups, Christina M. Frederick, Tianxin Zhang

Publications

Online social technologies are now used by a majority of individuals in the U.S. (Pew, 2018a). Sending emails, texting, posting on social media sites, and connecting with others through online gaming open up our social networks to a wider range of individuals. As a result, it is not uncommon to develop friendships with others that are conducted primarily in an online environment. However, we know little about the qualities of online friendships and how they may, or may not, differ from traditional face to face friendships. The present study focused on exploring friendship quality in online and offline domains using …


Securitycom: A Multi-Player Game For Researching And Teaching Information Security Teams, Douglas P. Twitchell Jan 2007

Securitycom: A Multi-Player Game For Researching And Teaching Information Security Teams, Douglas P. Twitchell

Journal of Digital Forensics, Security and Law

A major portion of government and business organizations’ attempts to counteract information security threats is teams of security personnel. These teams often consist of personnel of diverse backgrounds in specific specialties such as network administration, application development, and business administration, resulting in possible conflicts between security, functionality, and availability. This paper discusses the use of games to teach and research information security teams and outlines research to design and build a simple, team-oriented, configurable, information security game. It will be used to study how information security teams work together to defend against attacks using a multi-player game, and to study …