Please use this identifier to cite or link to this item: http://hdl.handle.net/11452/34353
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dc.contributor.authorArı, Erkan-
dc.contributor.authorYılmaz, Veysel-
dc.date.accessioned2023-10-13T11:23:05Z-
dc.date.available2023-10-13T11:23:05Z-
dc.date.issued2020-05-
dc.identifier.citationArı, E. vd. (2020). "An extensive structural model proposal to explain online gaming behaviors". Entertainment Computing, 34.en_US
dc.identifier.issn1875-9521-
dc.identifier.issn1875-953X-
dc.identifier.urihttps://doi.org/10.1016/j.entcom.2020.100340-
dc.identifier.urihttps://www.sciencedirect.com/science/article/pii/S1875952119300965-
dc.identifier.urihttp://hdl.handle.net/11452/34353-
dc.description.abstractThe aim of this study is to investigate a proposed structural equation model that influences the factors predicted to affect the online gaming behaviors of a group of undergraduates. In the proposed structural model, factors such as Visual Appeal, Escape from Reality, Flow Experience, Success, Enjoyment, Self-Efficacy, The Intention of Playing Games and Gaming Behaviour were discussed. In testing of the relationships between these factors included in the model, Structural Equation Modelling (SEM) was used. The fitting of the model was determined by evaluating various cohesion criteria for SEM in the literature. When the results obtained from the study were evaluated, it was seen that there was a statistically positive significant relationship between Visual Appeal latent variable and Pleasure intrinsic latent variable. According to this, the visual appeal of online game, visual design and the effect of the online game will be increased as the influence increases. Another result obtained from the study is that there is a statistically positive significant relationship between the latent variable of Escape from Reality and the intrinsic latent variable of Pleasure. The fact that players want to escape from reality, away from the stress of daily life and the events that make them unhappy, positively affects the pleasure of the players taken out of online games. There are often studies in the literature that affect the intention of playing online games. In this study, online gaming behavior was defined as an endogenous latent variable, and the factors affecting online gaming intention and behavior were extensively modeled.en_US
dc.language.isoenen_US
dc.publisherElsevieren_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectComputer scienceen_US
dc.subjectOnline gameen_US
dc.subjectVisual appealen_US
dc.subjectFlow experienceen_US
dc.subjectEscape from realityen_US
dc.subjectSelf efficacyen_US
dc.subjectSatisfactionen_US
dc.subjectSuccessen_US
dc.subjectSocial cognitive theoryen_US
dc.subjectVirtual communitiesen_US
dc.subjectGamesen_US
dc.subjectDeterminantsen_US
dc.subjectIntegrationen_US
dc.subjectTechnologyen_US
dc.subjectManagementen_US
dc.subjectAdoptionen_US
dc.subjectMotivesen_US
dc.subjectOnline systemsen_US
dc.subjectEscape from realityen_US
dc.subjectFlow experienceen_US
dc.subjectOn-line gamesen_US
dc.subjectVisual appealsen_US
dc.subjectSocial networking (online)en_US
dc.titleAn extensive structural model proposal to explain online gaming behaviorsen_US
dc.typeReviewen_US
dc.identifier.wos000531087700004tr_TR
dc.identifier.scopus2-s2.0-85078278489tr_TR
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergitr_TR
dc.contributor.departmentUludağ Üniversitesi/Fen-Edebiyat Fakültesi/Psikoloji Bölümü.tr_TR
dc.identifier.volume34tr_TR
dc.relation.journalEntertainment Computingen_US
dc.contributor.buuauthorDikeç, Banu Elmastaş-
dc.contributor.researcheridAAH-8826-2021tr_TR
dc.relation.collaborationYurt içitr_TR
dc.subject.wosComputer science, cyberneticsen_US
dc.subject.wosComputer science, software engineeringen_US
dc.subject.wosComputer science, interdisciplinary applicationsen_US
dc.indexed.wosSCIEen_US
dc.indexed.wosSSCIen_US
dc.indexed.scopusScopusen_US
dc.wos.quartileQ4en_US
dc.wos.quartileQ3 (Computer science, software engineering)en_US
dc.contributor.scopusid36165087700tr_TR
dc.subject.scopusTechnology acceptance model; Mobile payment; E-learningen_US
Appears in Collections:Scopus
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