The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
The impact of perceived risk, intangibility and consumer characteristics on online game playing
Computers in Human Behavior
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This study provides insight into the relationship between leisure motivation and leisure satisfaction with wireless service among teenage online gamers. A systematic sampling produced 134 usable questionnaires for the final data analysis. Findings revealed that teenagers playing online games with wireless service for intellectual motivations report educational leisure satisfaction. With wireless service, online game players with social motivations report educational, social and relaxation leisure satisfaction. Players with stimulus-avoidance motivation report greater psychological, educational, relaxation, physiological and aesthetic leisure satisfaction. Finally, this work discusses implications for leisure practice and further research.