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Original Articles

Computer games are fun? On professional games and players’ motivations

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Pages 117-124 | Published online: 16 Aug 2006

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Read on this site (5)

Aysun Kahraman & İpek Kazançoğlu. (2023) A Qualitative Research of Young People’s Motivation to Start, Continue, Reduce and Quit Playing Online Multiplayer Games on Computer. International Journal of Human–Computer Interaction 39:17, pages 3289-3311.
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Ya-Ling Wang, Huei-Tse Hou & Chin-Chung Tsai. (2020) A systematic literature review of the impacts of digital games designed for older adults. Educational Gerontology 46:1, pages 1-17.
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Feifei Xu, Feng Tian, Dimitrios Buhalis, Jessika Weber & Hongmei Zhang. (2016) Tourists as Mobile Gamers: Gamification for Tourism Marketing. Journal of Travel & Tourism Marketing 33:8, pages 1124-1142.
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Min Soo Kim & StevenR. McClung. (2010) Acceptability and Ethics of Product Placement in Sport Video Games. Journal of Promotion Management 16:4, pages 411-427.
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Articles from other publishers (24)

M.L. Chalal, B. Medjdoub, N. Bezai, R. Bull & M. Zune. (2022) Visualisation in energy eco-feedback systems: A systematic review of good practice. Renewable and Sustainable Energy Reviews 162, pages 112447.
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Heide K. Lukosch, Claudia Schmitz & Olga Bostan. 2022. Gaming as a Cultural Commons. Gaming as a Cultural Commons 57 72 .
Andrés Chamarro, Ursula Oberst, Ramón Cladellas & Héctor Fuster. (2020) Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming. International Journal of Environmental Research and Public Health 17:17, pages 6429.
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Osman EROL & Neşe SEVİM ÇIRAK. (2020) What are the Factors that Affect the Motivation of Digital Gamers?. Participatory Educational Research 7:1, pages 184-200.
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Rodrigo Alves Tubelo, Fernando Freitas Portella, Marco Antônio Gelain, Mônica Maria Celestina de Oliveira, Ana Emília Figueiredo de Oliveira, Alessandra Dahmer & Maria Eugênia Bresolin Pinto. (2019) Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial. International Journal of Medical Informatics 130, pages 103944.
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Mischa Frei & Daniel Süss. (2019) Nutzungsdauer und Präferenzen für Videospiele und ihre Zusammenhänge mit dem Ärgerempfinden bei Fehlern in der Schule. Diskurs Kindheits- und Jugendforschung / Discourse Journal of Childhood and Adolescence Research 14:3-2019, pages 345-357.
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Calvin C. Y. Liao, Zhi-Hong Chen, Hercy N. H. Cheng & Tak-Wai Chan. (2018) Effects of friendship relations and gender differences on classroom-based surrogate competitive learning. Journal of Computers in Education 5:3, pages 259-277.
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Dennis Ang. (2017) Difficulty in Video Games. Difficulty in Video Games.
Azita Iliya Abdul Jabbar & Patrick Felicia. (2015) Gameplay Engagement and Learning in Game-Based Learning. Review of Educational Research 85:4, pages 740-779.
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Rafael Marques de Albuquerque & Francisco Antonio Pereira Fialho. (2015) Fun and Games: Player Profiles. The Computer Games Journal 4:1-2, pages 31-46.
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Huan Ying Chang, David Yan Hong Poh, Li Lian Wong, John Yin Gwee Yap & Kevin Yi-Lwern Yap. (2015) Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study. JMIR Medical Education 1:1, pages e2.
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Baptiste Monterrat, Élise Lavoué & Sébastien George. 2015. Computer Supported Education. Computer Supported Education 115 129 .
Thomas Hainey & Thomas M. Connolly. 2014. International Joint Conference SOCO’13-CISIS’13-ICEUTE’13. International Joint Conference SOCO’13-CISIS’13-ICEUTE’13 719 728 .
Katelyn Procci, Nicholas James & Clint Bowers. (2013) The Effects of Gender, Age, and Experience on Game Engagement. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 57:1, pages 2132-2136.
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Feifei Xu, Feng Tian, Dimitrios Buhalis & Jessika Weber. (2013) Marketing Tourism via Electronic Games: Understanding the Motivation of Tourist Players. Marketing Tourism via Electronic Games: Understanding the Motivation of Tourist Players.
Henrik Schønau-Fog & Thomas Bjørner. (2012) “Sure, I Would Like to Continue”. Bulletin of Science, Technology & Society 32:5, pages 405-412.
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Elizabeth A. Boyle, Thomas M. Connolly, Thomas Hainey & James M. Boyle. (2012) Engagement in digital entertainment games: A systematic review. Computers in Human Behavior 28:3, pages 771-780.
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Tom Hainey, Thomas Connolly, Mark Stansfield & Elizabeth Boyle. (2011) The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level. Computers & Education 57:4, pages 2197-2211.
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Vasileios Terzis & Anastasios A. Economides. (2011) Computer based assessment: Gender differences in perceptions and acceptance. Computers in Human Behavior 27:6, pages 2108-2122.
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Thomas Hainey, Thomas Connolly, Mark Stansfield & Liz Boyle. 2011. Handbook of Research on Improving Learning and Motivation through Educational Games. Handbook of Research on Improving Learning and Motivation through Educational Games 240 260 .
Muhammet Demirbilek. 2011. Gaming and Simulations. Gaming and Simulations 1233 1250 .
Karla R. Hamlen. (2011) Children’s choices and strategies in video games. Computers in Human Behavior 27:1, pages 532-539.
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Karla R. Hamlen. (2010) Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success. Journal of Educational Computing Research 43:3, pages 293-308.
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Yu-yuan Lee. (2008) The Effect of Game Genres on Use of Second/Foreign Language Learning Strategies. i-manager's Journal of Educational Technology 5:3, pages 14-22.
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