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How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game

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How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. / Morschheuser, Benedikt; Riar, Marc; Hamari, Juho; Maedche, Alexander.

julkaisussa: Computers in Human Behavior, Vuosikerta 77, 01.12.2017, s. 169-183.

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Morschheuser, Benedikt ; Riar, Marc ; Hamari, Juho ; Maedche, Alexander. / How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Julkaisussa: Computers in Human Behavior. 2017 ; Vuosikerta 77. Sivut 169-183.

Bibtex - Lataa

@article{bc244e1acaf54be09c877f3a8c50851b,
title = "How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game",
abstract = "Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where cooperation seemed to have effortlessly sprung up between people who might not even have had previous connections. The context is video/online games; games such as Ingress, Pok{\'e}mon Go, and World of Warcraft bind people together to work against insurmountable odds and to overcome jointly held challenges. Organizations of many types have recently begun to gamify their structures and services in order to cultivate such seamless cooperation. However, before this potential of games can be successfully wielded outside video games, we need to understand better how games are able to cultivate such cooperation. Therefore, in this study we investigate how games can induce and cultivate we-intention of working as a group. Specifically, we investigate how cooperative game features affect different forms of group dynamics and how they further translate into we-intentions. We employ data from users of the augmented reality game Ingress (N = 206). The results show that cooperative game features induce we-intentions via positively increasing group norms, social identity, joint commitment, attitudes toward cooperation, and anticipated positive emotions. The findings imply that practitioners who are looking to increase cooperation should find that gamification inspired by cooperative game design is beneficial and preferable over individual-based gamification efforts.",
keywords = "Augmented reality, Cooperation, Gamification, Location-based games, Online games, We-intention",
author = "Benedikt Morschheuser and Marc Riar and Juho Hamari and Alexander Maedche",
year = "2017",
month = "12",
day = "1",
doi = "10.1016/j.chb.2017.08.026",
language = "English",
volume = "77",
pages = "169--183",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game

AU - Morschheuser, Benedikt

AU - Riar, Marc

AU - Hamari, Juho

AU - Maedche, Alexander

PY - 2017/12/1

Y1 - 2017/12/1

N2 - Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where cooperation seemed to have effortlessly sprung up between people who might not even have had previous connections. The context is video/online games; games such as Ingress, Pokémon Go, and World of Warcraft bind people together to work against insurmountable odds and to overcome jointly held challenges. Organizations of many types have recently begun to gamify their structures and services in order to cultivate such seamless cooperation. However, before this potential of games can be successfully wielded outside video games, we need to understand better how games are able to cultivate such cooperation. Therefore, in this study we investigate how games can induce and cultivate we-intention of working as a group. Specifically, we investigate how cooperative game features affect different forms of group dynamics and how they further translate into we-intentions. We employ data from users of the augmented reality game Ingress (N = 206). The results show that cooperative game features induce we-intentions via positively increasing group norms, social identity, joint commitment, attitudes toward cooperation, and anticipated positive emotions. The findings imply that practitioners who are looking to increase cooperation should find that gamification inspired by cooperative game design is beneficial and preferable over individual-based gamification efforts.

AB - Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where cooperation seemed to have effortlessly sprung up between people who might not even have had previous connections. The context is video/online games; games such as Ingress, Pokémon Go, and World of Warcraft bind people together to work against insurmountable odds and to overcome jointly held challenges. Organizations of many types have recently begun to gamify their structures and services in order to cultivate such seamless cooperation. However, before this potential of games can be successfully wielded outside video games, we need to understand better how games are able to cultivate such cooperation. Therefore, in this study we investigate how games can induce and cultivate we-intention of working as a group. Specifically, we investigate how cooperative game features affect different forms of group dynamics and how they further translate into we-intentions. We employ data from users of the augmented reality game Ingress (N = 206). The results show that cooperative game features induce we-intentions via positively increasing group norms, social identity, joint commitment, attitudes toward cooperation, and anticipated positive emotions. The findings imply that practitioners who are looking to increase cooperation should find that gamification inspired by cooperative game design is beneficial and preferable over individual-based gamification efforts.

KW - Augmented reality

KW - Cooperation

KW - Gamification

KW - Location-based games

KW - Online games

KW - We-intention

U2 - 10.1016/j.chb.2017.08.026

DO - 10.1016/j.chb.2017.08.026

M3 - Article

VL - 77

SP - 169

EP - 183

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -