Student or educator? Sign up with your school email and get 6 months of Pro free.
Cited by 1

The DOI matches its Crossref record; 9 of the 9 references it cites were found in a registry or an index.

Designing for curiosity: Understanding player engagement with treasure chest mechanics in open-world games

Tang, Ziao, Kirman, Ben·2025·International Journal of Human-Computer Studies

Overview

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1016/j.ijhcs.2025.103575

Cites

9 of 9 references verified0 citation errors · 0 not checkable

Statistics

Verification

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Citations

Cites

Show all 9 references

Research works printed but not linked: 33

  1. Berlyne, 1954, A theory of human curiosity, Br. J. Psychol., 45, 180
  2. Billieux, 2015, Problematic involvement in online games: a cluster analytic approach, Comput. Hum. Behav., 43, 242, 10.1016/j.chb.2014.10.055 · DOI · Paper page
  3. Bogost, 2017, Video games are better without stories, Atlantic
  4. Bradford, 2020, Exploring the narrative implications of emerging topics in the Legend of Zelda: breath of the wild, J. Sound Music Games, 1, 1, 10.1525/jsmg.2020.1.4.1 · doi:10.1525/jsmg.2020.1.4.1
  5. Braun, 2019, Reflecting on reflexive thematic analysis, Qual. Res. Sport Exerc. Health, 11, 589, 10.1080/2159676X.2019.1628806 · DOI · Paper page
  6. Braun, 2021, Can i use TA? Should i use TA? Should i not use TA? Comparing reflexive thematic analysis and other pattern-based qualitative analytic approaches, Couns. PsychOther Res., 21, 37, 10.1002/capr.12360 · DOI · Paper page
  7. Cruz, 2017, The need to achieve: players' perceptions and uses of extrinsic meta-game reward systems for video game consoles, Comput. Hum. Behav., 71, 516, 10.1016/j.chb.2015.08.017 · DOI
  8. Deterding S. (2011). From game design elements tot gamefulness: defining" gamification". · DOI · Paper page
  9. Drummond, 2018, Video game loot boxes are psychologically akin to gambling, Nat. Hum. Behav., 2, 530, 10.1038/s41562-018-0360-1 · DOI · Paper page
  10. Dubey, 2020, Reconciling novelty and complexity through a rational analysis of curiosity, Psychol. Rev., 127, 455, 10.1037/rev0000175 · DOI · Paper page
  11. Etemadi, 2023, Unveiling the complexity of the reward, creativity, and performance relationship: when does behavioral theories reward backfire?, SSRN Electron. J., 10.2139/ssrn.4550749 · DOI
  12. Gómez-Maureira, 2019, Exploring video games that invoke curiosity, Entertain. Comput., 32, 10.1016/j.entcom.2019.100320 · DOI
  13. Hall, 2020, When the stimulus is predicted and what the stimulus predicts: alternative accounts of habituation, J. Exp. Psychol. Anim. Learn. Cogn., 46, 327, 10.1037/xan0000237 · DOI
  14. Hassenzahl, 2006, User experience: a research agenda, Behav. Inf. Technol., 25, 91, 10.1080/01449290500330331 · DOI
  15. Kao, 2019, Infinite loot box: a platform for simulating video game loot boxes, IEEe Trans. Games, 12, 219, 10.1109/TG.2019.2913320 · DOI
  16. Kao, 2023, How does juicy game feedback motivate? Testing curiosity, competence, and effectance, ACM Hum. Factors Comput. Syst. (CHI)
  17. Kohler, 2016, A new creative force brings a vast new world to Zelda, Wired
  18. Kreitler, 1975, The nature of curiosity in children, J. Sch. Psychol., 13, 185, 10.1016/0022-4405(75)90002-3 · DOI
  19. Kuchera, 2020, The genius of Hades' god mode, Polygon
  20. Loewenstein, 1994, The psychology of curiosity: a review and reinterpretation, Psychol. Bull., 116, 75, 10.1037/0033-2909.116.1.75 · DOI · Paper page
  21. Nagle, 2014, The use of player-centered positive reinforcement to schedule in-game rewards increases enjoyment and performance in a serious game, Int. J. Serious Games, 1, 35, 10.17083/ijsg.v1i4.47 · DOI
  22. Paas, 2003, Cognitive load theory and instructional design: recent developments, Educ. Psychol., 38, 1, 10.1207/S15326985EP3801_1 · DOI · Paper page
  23. Przybylski, 2010, A motivational model of video game engagement, Rev. Gen. Psychol., 14, 154, 10.1037/a0019440 · DOI · Paper page
  24. Reitter, 2019, The positive impact of task familiarity, risk propensity, and need for cognition on observed timing decisions in a security game, Games, 10, 10.3390/g10040049 · DOI
  25. Ryan, 2006, The motivational pull of video games: a self-determination theory approach, Motiv. Emot., 30, 347, 10.1007/s11031-006-9051-8 · DOI · Paper page
  26. Sailer, 2017, How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction, Comput. Hum. Behav., 69, 371, 10.1016/j.chb.2016.12.033 · DOI · Paper page
  27. Scharkow, 2015, Beyond the “core-gamer”: genre preferences and gratifications in computer games, Comput. Hum. Behav., 44, 293, 10.1016/j.chb.2014.11.020 · DOI
  28. Smith, 2020, Past gaming experience and cognition as selective predictors of novel game learning across different gaming genres, Front. Psychol., 11, 10.3389/fpsyg.2020.00786 · DOI
  29. Tang, 2024, Exploring curiosity in games: a framework and questionnaire study of player perspectives, Int. J. Hum. Comput. Interact., 40, 1
  30. Teng, 2010, Customization, immersion satisfaction, and online gamer loyalty, Comput. Hum. Behav., 26, 1547, 10.1016/j.chb.2010.05.029 · DOI · Paper page
  31. Willig, 2019, What can qualitative psychology contribute to psychological knowledge?, Psychol. Methods, 24, 796, 10.1037/met0000218 · DOI
  32. Winter, 2022, Levels and loot: archives in video games, J. Aesthet. Cult., 14, 10.1080/20004214.2022.2064598 · doi:10.1080/20004214.2022.2064598
  33. Yee, 2006, Motivations for play in online games, Cyberpsychology Behav., 9, 772, 10.1089/cpb.2006.9.772 · DOI · Paper page

Metadata

Authors
Tang, Z., & Kirman, B.
Venue
International Journal of Human-Computer Studies
Publisher
Elsevier BV
Published
2025-09
Volume
203
Pages
103575
ISSN
1071-5819
Cited by
1
References
9
Language
en
Funders
China Scholarship Council

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review

How to cite

Cite CoChat for the checks on this page, and the paper for its own findings.

This page
CoChat. (2026). Citation check: Designing for curiosity: Understanding player engagement with treasure chest mechanics in open-world games. https://app.cochat.ai/papers/10.1016/j.ijhcs.2025.103575
The paper
Tang, Z., & Kirman, B. (2025). Designing for curiosity: Understanding player engagement with treasure chest mechanics in open-world games. International Journal of Human-Computer Studies. https://doi.org/10.1016/j.ijhcs.2025.103575

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.