The engagement–addiction dilemma: an empirical evaluation of mobile user interface and mobile game affordance

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Qianwen Yang ◽  
Xiang Gong

PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.Design/methodology/approachThe research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.FindingsThe empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.Originality/valueThis study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.

2021 ◽  
Vol 3 (2) ◽  
pp. 50-55
Author(s):  
Andreas Kurniawan ◽  
Hervina Dyah Aprilia

The purpose of this research study is to get data of user experience towards mobile game design and the transformation of its interface due to translated language. Most of popular mobile games came from China with their local language and writing system. Chinese alphabetic is appropriate for vertical or horizontal orientation, but English and Indonesian alphabetic are not appropriate with vertical orientation. Ragnarok M: Eternal Love with MMORPG’s genre is the game sample model, originally from China server and now this game is translated into several languages such as English and Bahasa Indonesia. Ragnarok M: Eternal Love’s game developer used a unique method with combined icon and text in order to solve layout’s problem that they encounter when converted in to several languages. We conduct the experiment within 2 period of time, based on 25 participants (gamer), all participants tried user interface from a game model sample. The result confirmed that the display of the UI (user interface) used by the developer team of Ragnarok M: Eternal Love, had demonstrated a good solution in developing a user interface for mobile game, when confronted by fixed layout and forced to adapt to various different language, but it still need some adjustment time to fully understand the function of every button.


2019 ◽  
Vol 3 (1) ◽  
pp. 87-103 ◽  
Author(s):  
Jian Tang ◽  
Ping Zhang

PurposeDrawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.Design/methodology/approachThe authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.FindingsThe results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.Research limitations/implicationsThis research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.Practical implicationsThis research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.Originality/valueThis research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

PurposeCustomization by segmenting within human–computer interaction is an emerging phenomenon. Appealing graphical elements that cater to user needs are considered progressively important, as the way a graphic is visually represented can greatly contribute to the interaction. However, aesthetic perceptions are subjective and may differ by target group. Understanding variations in user perceptions may aid in design processes; therefore, we set out to investigate the effects of demographic differences relating to perceptions of graphical user interface (GUI) element (i.e. game app icon) aesthetics.Design/methodology/approachThe authors employed a vignette experiment with random participant (n = 513) assignment to evaluate 4 icons from a total of 68 pre-selected mobile game icons using semantic differential scales. This resulted in a total of 2052 individual icon evaluations. Regression analyses were performed with the effects of age, gender and time using graphical user interfaces (i.e. app stores) and the interactions of these variables relating to perceptions of GUI element aesthetics.FindingsThe results indicate that, overall, demographic factors have relatively little effect on how icons are perceived. Significant relations suggest that experienced users, younger audiences and women are more critical in their perception of aesthetic excellence, and that perceptions change for younger women. The implications of the findings are discussed via adaptive decision-making theory.Originality/valueIn the context of graphical user interface element aesthetics, demographic differences have received minimal attention as moderating variables regardless of their relevance in design and development. Hence, it merits further research.


Author(s):  
Shruti Gupta

In an age where everyone is carrying a smart phone, it is of utmost importance to make efficient use of the upcoming technologies. This indicates the rise in number of applications being created for mobile devices. As a result, mobile user interface designing has become a significant part of application designing. There has been an increasing number of devices today providing powerful graphics capabilities helping users to deal with huge amount of information. However, the prototyping tools currently being used in the industry are lacking features and are not addressing some of the prime issues like user friendliness, functionalities, representation, and enforcement. This chapter presents a tool based on an analysis of different popular prototyping tools in the industry which will overcome some or all of the major issues faced by application designers. The authors describe the prototyping tool's concept, design, features, as well as how it is suitable for making great user interfaces helping application designers to design exactly what they want.


Author(s):  
Ruihua Ji ◽  
Junyu Pei ◽  
Wenhua Yang ◽  
Juan Zhai ◽  
Minxue Pan ◽  
...  
Keyword(s):  

Author(s):  
Paul Ranson ◽  
Daniel Guttentag

Purpose This study aimed to investigate whether increasing the social presence within an Airbnb lodging environment could nudge guests toward altruistic cleaning behaviors. Design/methodology/approach The study was based around a theoretical framework combining the social-market versus money-market relationship model, nudge theory and social presence theory. A series of three field experiments were conducted, in which social presence was manipulated to test its impact on guest cleaning behaviors prior to departure. Findings The experimental results confirmed the underlying hypothesis that an Airbnb listing’s enhanced social presence can subtly induce guests to help clean their rental units prior to departure. Originality/value This study is the first to examine behavioral nudging in an Airbnb context. It is also one of the first field experiments involving Airbnb. The study findings offer clear theoretical and practical implications.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


Author(s):  
Henry Larkin

Purpose – The purpose of this paper is to investigate the feasibility of creating a declarative user interface language suitable for rapid prototyping of mobile and Web apps. Moreover, this paper presents a new framework for creating responsive user interfaces using JavaScript. Design/methodology/approach – Very little existing research has been done in JavaScript-specific declarative user interface (UI) languages for mobile Web apps. This paper introduces a new framework, along with several case studies that create modern responsive designs programmatically. Findings – The fully implemented prototype verifies the feasibility of a JavaScript-based declarative user interface library. This paper demonstrates that existing solutions are unwieldy and cumbersome to dynamically create and adjust nodes within a visual syntax of program code. Originality/value – This paper presents the Guix.js platform, a declarative UI library for rapid development of Web-based mobile interfaces in JavaScript.


2015 ◽  
Vol 30 (5) ◽  
pp. 572-583 ◽  
Author(s):  
Ilkka Tapani Ojansivu ◽  
Kimmo Alajoutsijärvi ◽  
Jari Salo

Purpose – The purpose of this research is to increase understanding of post-project business relationships in service-intensive projects, a topic unexplored to date. This research contributes to the project marketing research focusing on post-project interaction, by building a conceptual research framework capable of illustrating the path from the initiation of a relationship through the project’s afterlife. Design/methodology/approach – A comparative case study is used across four different service-intensive project contexts to highlight the conceptual research framework, derived from the IMP-related interaction research, in practice. Findings – According to the research findings, there are at least four potential post-project business relationships associated with service-intensive projects. Furthermore, the findings indicate that these relationships embody certain antecedent and process characteristics, enabling us to compile four distinct development paths. Research limitations/implications – The four cases of the empirical research were chosen on theoretical grounds to highlight the conceptual research framework in practice, and thus the purpose was mainly descriptive. The findings should be generalized only with caution, as more empirical research is needed in this emerging project context. Practical implications – For managers, the findings provide practical guidance to deal with different post-project relationships. They will help managers to initiate, maintain and develop post-project relationships and to avoid a mismatch between relationship antecedent, processes and outcomes. Originality/value – Post-project buyer – seller interaction has been studied by the project marketing research stream, but mainly from the perspective of social exchange and sleeping relationships. With the advent of service-intensive projects, however, a whole new breed of post-project business relationships is unfolding and demanding research attention. This research is a step toward understanding the different post-project business relationships associated with service-intensive projects.


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