Information systems evaluation: navigating through the problem domain
Information and Management
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Effects of Group Support Systems and Content Facilitation on Knowledge Acquisition
Journal of Management Information Systems
User acceptance of hedonic information systems
MIS Quarterly
Articulating an experimental model for the study of game-based learning
HCI'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction for learning, culture, collaboration and business - Volume Part III
Computers in Human Behavior
Hi-index | 0.01 |
We combined Massively Multiplayer Online Game and technology-based collaborative learning methods to examine peer motivational factors influencing intention to learn; these have seldom been jointly examined. We proposed two new constructs, peer intrinsic motivation and peer extrinsic motivation, and investigated their effect on a player's intention to learn individually and collaboratively. Our survey and interview findings showed that an individual player's peer intrinsic and extrinsic motivations had significantly positive influence on his or her intention to learn collaboratively and individually. Implications for academics, educators, game developers, and players are discussed.