Effect of game motivation on flow experience and companionship: The online pet games as the example
Abstract
Motivation crucially influences the willingness to play online games. Game motivation can affect players’ flow experience and player’s companionship with their game roles or avatars. However, the relationship among game motivation, flow experience, and companionship is unclear; therefore, designing online games that improving the playing experience is difficult. This study chose online pet games as study samples, and this study used a game motivation scale, flow experience scale, and the Companionship Scale of Artificial Pets to identify the relationship among game motivation, flow experience, and companionship. According to 216 valid questionnaire responses, this study demonstrated that (a) game motivation for online pet game players was primarily immersion and achievement, (b) compared with achievement motivation, immersion motivation had a greater influence on flow experience and the development of player companionship with online pets, and (c) players with immersion and achievement motivation had a substantially enhanced flow experience and companionship with their online pets.
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Sense of companionship can be obtained through interacting with a virtual pet.
“Sense of companionship can also be obtained through interacting with a virtual pet (Chesney & Lawson, 2007;Lawson & Chesney, 2007;Li & Luh, 2017).”
From Catch Them All: Exploring the Psychological Impact of Playing Pokémon Go (2020) · cites this paper as Li & Luh, 2017
Cites
Assessing flow in physical activity: the Flow State Scale-2 and Dispositional Flow Scale-2
Jackson, S. A., & Eklund, R. C. (2002) · Journal of Sport and Exercise Psychology · doi:10.1123/jsep.24.2.133 · Cited by 800 · cited 8× · see citing works
“In addition, some items of the FSS-2 (Table 2) were applied in the studies by Fournier et al.”
BackgroundMethodInfluential'It's just like you talk to a friend': relational agents for older adults
Bickmore, T. W., Caruso, L., Clough-Gorr, K., & Heeren, T. (2005) · Interacting with Computers · doi:10.1016/j.intcom.2005.09.002 · Cited by 341 · cited 1× · see citing works
“Some studies have shown that flow experience and companionship can influence whether players continue to play games (Bickmore et al., 2005; Chang, 2013; Choi & Kim, 2004; Jackson & Eklund, 2002; Kaplan, 2000; Mival & Benyon, 2007; Novak, Hoffman, & Yung, 2000; Voiskounsky et al., 2004).”
BackgroundMotivations in personalisation behaviour
Oulasvirta, A., & Blom, J. (2008) · Interacting with Computers · doi:10.1016/j.intcom.2007.06.002 · Cited by 117 · see citing works
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Catch Them All: Exploring the Psychological Impact of Playing Pokémon Go
Wang, R., & Wu, M. (2020) · Journal of Communication Technology · doi:10.51548/joctec-2020-004 · Cited by 1 · see citing works
- Authors
- Li, E. C., & Luh, D.-B.
- Affiliations
- Yuan Ze University (TW)
- National Cheng Kung University (TW)
- Venue
- Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systems
- Publisher
- John Benjamins Publishing Company
- Published
- 2017-07-31
- Volume
- 18
- Issue
- 1
- Pages
- 95-115
- ISSN
- 1572-0373 (ISSN-L)
- 1572-0381
- OpenAlex
- W2743408928
- Cited by
- 7
- References
- 3
- Citations by year
- 2026: 1 · 2025: 1 · 2022: 1 · 2021: 2 · 2020: 1 · 2017: 1
- FWCI
- 1.40
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Interaction Studies Social Behaviour and Communication in Biological and Artificial Systems (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- gaming motivation, flow experience, achievement motivation, avatars, online games
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