Flow and mobile gaming : the effects of in-game purchases and screen size
The current study seeks to investigate the effects of in-app game purchases, device screen size, and particular personality traits on the flow experience during mobile game play. It also aims to assess the impact of flow on the potential success of a game in terms of enhancing attitudinal loyalty am...
Saved in:
Main Authors: | , |
---|---|
Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
2015
|
Subjects: | |
Online Access: | http://hdl.handle.net/10356/63359 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
id |
sg-ntu-dr.10356-63359 |
---|---|
record_format |
dspace |
spelling |
sg-ntu-dr.10356-633592019-12-10T13:42:46Z Flow and mobile gaming : the effects of in-game purchases and screen size Hui, Matthew Chi Kin Yeo, Han Zhong Benjamin Hill Detenber Wee Kim Wee School of Communication and Information DRNTU::Social sciences::Communication::Communication theories and models DRNTU::Social sciences::Mass media::Media effects The current study seeks to investigate the effects of in-app game purchases, device screen size, and particular personality traits on the flow experience during mobile game play. It also aims to assess the impact of flow on the potential success of a game in terms of enhancing attitudinal loyalty among players. Flow can be understood as a psychological state marked by a deep immersive level of engagement and enjoyment in an activity that becomes intrinsically rewarding. While flow has been studied extensively in the context of video games, little research has sought to examine this topic in the field of mobile games. 202 participants between the age of 18-30 played a mobile game before completing a questionnaire covering their game play experience and personality traits. The game was manipulated to be played with or without in-game purchases and on an iPad Air with a larger screen or an iPhone 4s with a smaller screen. Participants were randomly assigned to one of these four conditions. Results show that in-game purchases and a larger screen size have no significant effects on flow. However, particular personality traits did have a significant influence on flow. In-game purchases were found to evoke a greater experience of flow for participants reflecting a higher need to compete and a higher need for activity. Notably, flow was found to have a positive relationship with the degree of attitudinal loyalty toward the game. Details of the variables and implications of the results are discussed further in the report. Bachelor of Communication Studies 2015-05-13T03:21:52Z 2015-05-13T03:21:52Z 2015 2015 Final Year Project (FYP) http://hdl.handle.net/10356/63359 en Nanyang Technological University 67 p. application/pdf |
institution |
Nanyang Technological University |
building |
NTU Library |
country |
Singapore |
collection |
DR-NTU |
language |
English |
topic |
DRNTU::Social sciences::Communication::Communication theories and models DRNTU::Social sciences::Mass media::Media effects |
spellingShingle |
DRNTU::Social sciences::Communication::Communication theories and models DRNTU::Social sciences::Mass media::Media effects Hui, Matthew Chi Kin Yeo, Han Zhong Flow and mobile gaming : the effects of in-game purchases and screen size |
description |
The current study seeks to investigate the effects of in-app game purchases, device screen size, and particular personality traits on the flow experience during mobile game play. It also aims to assess the impact of flow on the potential success of a game in terms of enhancing attitudinal loyalty among players. Flow can be understood as a psychological state marked by a deep immersive level of engagement and enjoyment in an activity that becomes intrinsically rewarding. While flow has been studied extensively in the context of video games, little research has sought to examine this topic in the field of mobile games. 202 participants between the age of 18-30 played a mobile game before completing a questionnaire covering their game play experience and personality traits. The game was manipulated to be played with or without in-game purchases and on an iPad Air with a larger screen or an iPhone 4s with a smaller screen. Participants were randomly assigned to one of these four conditions. Results show that in-game purchases and a larger screen size have no significant effects on flow. However, particular personality traits did have a significant influence on flow. In-game purchases were found to evoke a greater experience of flow for participants reflecting a higher need to compete and a higher need for activity. Notably, flow was found to have a positive relationship with the degree of attitudinal loyalty toward the game. Details of the variables and implications of the results are discussed further in the report. |
author2 |
Benjamin Hill Detenber |
author_facet |
Benjamin Hill Detenber Hui, Matthew Chi Kin Yeo, Han Zhong |
format |
Final Year Project |
author |
Hui, Matthew Chi Kin Yeo, Han Zhong |
author_sort |
Hui, Matthew Chi Kin |
title |
Flow and mobile gaming : the effects of in-game purchases and screen size |
title_short |
Flow and mobile gaming : the effects of in-game purchases and screen size |
title_full |
Flow and mobile gaming : the effects of in-game purchases and screen size |
title_fullStr |
Flow and mobile gaming : the effects of in-game purchases and screen size |
title_full_unstemmed |
Flow and mobile gaming : the effects of in-game purchases and screen size |
title_sort |
flow and mobile gaming : the effects of in-game purchases and screen size |
publishDate |
2015 |
url |
http://hdl.handle.net/10356/63359 |
_version_ |
1681040239424962560 |