TY - GEN
T1 - Social network games
T2 - IADIS International Conferences - Interfaces and Human Computer Interaction 2013, IHCI 2013 and Game and Entertainment Technologies 2013, GET 2013, Part of the IADIS Multi Conference on Computer Science and Information Systems 2013, MCCSIS 2013
AU - Chua, Alton Y.K.
AU - Banerjee, Snehasish
AU - Keong, Lee Chu
PY - 2013
Y1 - 2013
N2 - Despite the rapid proliferation of SNGs, the various factors of enjoyment and their influence on SNGs'popularity attract little research attention. Hence, the objective of this paper is two-fold. First, it attempts to formulate a theoretical framework that specifies the factors affecting enjoyment in SNGs. Second, it seeks to investigate the degree to which different enjoyment factors in the theoretical framework affect SNGs'popularity. On the basis of the literature, five enjoyment factors in SNGs, namely, emotion, control, immersion, social interaction and usability have been identified. The dataset comprised 100 randomly selected SNGs from a recommended list in Facebook. Enjoyment factors for each SNG were evaluated by a team of three coders while the popularity of each SNG was measured in terms of the number of Monthly Active Users reported in Facebook as of April 2012. The results from the regression analysis indicate that the five enjoyment factors collectively account for 54.80 % of variability in the popularity of SNGs. Furthermore, emotion, control and social interaction were significant antecedents of popularity. The paper concludes with a few limitations and offers some directions for future research.
AB - Despite the rapid proliferation of SNGs, the various factors of enjoyment and their influence on SNGs'popularity attract little research attention. Hence, the objective of this paper is two-fold. First, it attempts to formulate a theoretical framework that specifies the factors affecting enjoyment in SNGs. Second, it seeks to investigate the degree to which different enjoyment factors in the theoretical framework affect SNGs'popularity. On the basis of the literature, five enjoyment factors in SNGs, namely, emotion, control, immersion, social interaction and usability have been identified. The dataset comprised 100 randomly selected SNGs from a recommended list in Facebook. Enjoyment factors for each SNG were evaluated by a team of three coders while the popularity of each SNG was measured in terms of the number of Monthly Active Users reported in Facebook as of April 2012. The results from the regression analysis indicate that the five enjoyment factors collectively account for 54.80 % of variability in the popularity of SNGs. Furthermore, emotion, control and social interaction were significant antecedents of popularity. The paper concludes with a few limitations and offers some directions for future research.
KW - Enjoyment
KW - Monthly active users
KW - Popularity
KW - Social network games
UR - http://www.scopus.com/inward/record.url?scp=84886887226&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84886887226&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84886887226
SN - 9789728939908
T3 - Proceedings of the IADIS International Conferences - Interfaces and Human Computer Interaction 2013, IHCI 2013 and Game and Entertainment Technologies 2013, GET 2013
SP - 215
EP - 221
BT - Proceedings of the IADIS International Conferences - Interfaces and Human Computer Interaction 2013, IHCI 2013 and Game and Entertainment Technologies 2013, GET 2013
Y2 - 22 July 2013 through 24 July 2013
ER -