Combining IS Research Methods: Towards a Pluralist Methodology
Information Systems Research
Studying Teamwork in Global IT Support
HICSS '03 Proceedings of the 36th Annual Hawaii International Conference on System Sciences (HICSS'03) - Track1 - Volume 1
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Multiperson Tournaments: An Experimental Examination
Management Science
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Design and evaluation challenges of serious games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Is anybody out there?: antecedents of trust in global virtual teams
Journal of Management Information Systems - Special section: Managing virtual workplaces and teleworking with information technology
Bringing global sourcing into the classroom: experiential learning via software development project
Proceedings of the 2007 ACM SIGMIS CPR conference on Computer personnel research: The global information technology workforce
Cognitive science implications for enhancing training effectiveness in a serious gaming context
Journal on Educational Resources in Computing (JERIC)
Computers in Human Behavior
Playability in action videogames: a qualitative design model
Human-Computer Interaction
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Impact of Flow and Brand Equity in 3D Virtual Worlds
Journal of Database Management
Gamification of education using computer games
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
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Because digital games are fun, engaging, and popular, organizations are attempting to integrate them within organizational activities as serious components, with the anticipation that they can improve employees' motivation and performance. But in order to do so and to obtain the intended outcomes, it is necessary to first obtain an understanding of how different digital game designs impact players' behaviors and emotional responses. Hence, in this study, we address one key element of popular game designs: competition. Using extant research on tournaments and intrinsic motivation, we model competitive games as a skill-based tournament and conduct an experimental study to understand player behaviors and emotional responses under different competition conditions. When players compete with players of similar skill levels, they apply more effort as indicated by more games played and longer duration of play. But when players compete with players of lower skill levels, they report higher levels of enjoyment and lower levels of arousal after game-playing. We discuss the implications for organizations seeking to introduce games premised on competition and provide a framework to guide information system researchers to embark on a study of games.