Social Gamification Influences

1088 Words5 Pages
Especially social gamification affordances were a good indicator and a strong influence on almost all antecedents. Consequently, the importance of adding social gamification elements was shown. Even more, social gamifications influence we-intention directly, which shows how important those features are to the goal of playing together. The strength of this influence may be owed to the hedonic nature of gamification (Heathwood, 2006).
Social gamification influences all social influence constructs (evaluative, cognitive and affective social identity, group norm), showing that the use of social gamification affordances has an impact on how strong social influence is. The strength of influence, though, depends on the constructs.
The direct relationship
…show more content…
This may be due to the fact that social gamification affordances shape the beliefs concerning behavioral control. Seeing that the chat facilitates communication between members, the ease of playing together is raised. Additionally, according to (Ajzen, 1991), perceived behavioral control is influenced by both past experiences and experiences from friends. Thus it makes sense, as mission days and anomalies are experiences, that SGAMS has a positive influence on perceived behavioral control. Furthermore, the results support the hypothesis, that social gamifications are influencing both positive and negative anticipated emotions. Accordingly, social gamification affordances act as a reward for playing together, as suggested by Roseman (1991).
Parts of the results from (Juho Hamari and Jonna Koivisto) were further confirmed, as attitude was found to be influenced by the social gamification affordances. The author of the aforementioned paper found out, that attitude was influenced by reciprocal benefits. As the SGAMS give users to opportunity to give and receive support, both SGAMS and reciprocal benefits are
…show more content…
When emotional bonds are formed, the desire either to maintain the relationship, when one is playing with the same group, or to create new bonds with a new group is strengthened.
All in all, this study also again showed the influence of social identity in virtual communities.
6.1.7 Positive & Negative Anticipated Emotions
Both positive and negative emotions have an impact on desire, which shows that as both focus on the emotions upon achievement, that ingress is a hedonic system. It also shows that user perceive playing with others to not only be a positive experience, but they also regret their choices if they do not participate. Still, in accordance with (Bagozzi & Dholakia, 2002), the impact of positive anticipated emotions was stronger with a coefficient of 0.4 and negative emotions only 0.16.
6.1.8 Perceived Behavioral Control & Desire
Perceived behavioral control proved to be a strong influence on we-intentio, even though PBC did not have any influence on we-intention in other virtual communities (Bagozzi & Dholakia, 2002). Organizing and meeting other people in real life is more complicated than participating in a “full” virtual

More about Social Gamification Influences

Open Document