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Structural equation modeling was used to examine our online game playfulness model.

Latent variables were in-game motivation (Motive), in-game playfulness (Playful), and

subjective vitality (Vitality). Observed variables were in-game competence (Compe),

in-game autonomy (Auto), in-game relatedness (Relate), concentration (Conce), enjoyment

(Enjoy), curiosity (Couri), vitality1 (Vit1), vitality2 (Vit2), self-esteem1 (Est1), and

self-esteem2 (Est2). We also examined estimated coefficients for causal relationships

between constructs that validated the hypothesized effects. A covariance matrix of the

variables is presented in Table 8.

--Insert Table 8 about here--

LISREL software was used to estimate model parameters, standard errors, and overall fit

indices33. Estimated coefficients and their significance in the structural model are shown in

Figure 2. The chi-square statistic for the overall fit model was 19.34 (df=31, p=.000,

RMSEA=0.068 < 0.08), and values for the other fit indices were within acceptable rangers

(CFI=.97, NFI=.95, NNFI=.96). Standardized estimates of path coefficients for all three

measurement variables (representing causal effect magnitude) ranged from 0.26 to 0.88. Total

magnitudes of causal relationships take into account the direct and indirect (mediated) effects

of latent variables on one another. Interpretations of absolute values are: < 0.1, small effects;

≈ 0.30, medium effects; > 0.5, large effects35.

The data indicate that in-game motivation had significant direct effects on both in-game

playfulness (thereby supporting H1) and self-esteem (thereby supporting H2); the

magnitudes of each impact were 0.88 and 0.69. In-game motivation had a significant effect

on subjective vitality as mediated by in-game playfulness (thus supporting H3); impact

magnitude was 0.55. In-Game Motivation was not found to have a positive effect self-esteem

on mediated by In-Game Playfulness and Subjective Vitality (Hypothesis 4). No positive

effect was found for in-game motivation on self-esteem as mediated by in-game playfulness

and subjective vitality, therefore H4 is rejected. However, a positive effect was found for

in-game playfulness on subjective vitality, meaning H5 is supported (magnitude = 0.62). No

positive effect was found for in-game playfulness on self-esteem as mediated by subjective

vitality, meaning H6 is rejected.

The measure’s composite reliability being 0.6 or higher, calculated as

Composite variables were identified as motivation (0.62), playfulness (=0.68), subjective

vitality (=0.82), and self-esteem (= 0.69)—all above the 0.6 minimum.

--Insert Figure 2 about here--

5. Discussion and Conclusion

According to the study 1 results, three factors account for online gamer motivation:

competence, autonomy, and relatedness. This finding agrees with the conclusion reported by

Ryan et al.1. The microcomputer playfulness7 was related to the in-game playful

questionnaire and illustrates the criterion related validity. The relation index from our

application of a “time spent playing Kart Rider per week” factor to examine criterion-related

validity with intrinsic motivation was found to be statistically significant (r=.204, p<.01). Our

results also indicate a statistically significant relationship between online game playfulness

(trait) and in-game playfulness (state) (r=.255, p<.01), but no significant relationship between

in-game playfulness (trait) and number of hours spent playing per week. Furthermore,

statistical significance was noted between motivation and playfulness state (r=.607, p<.001)

as well as between motivation and playfulness trait (r=.409, p<.001), suggesting that

playfulness state exerted a stronger influence on online game playfulness.

According to the results of our regression analyses, in-game motivation was a valid

predictor of in-game playfulness (r2=.362, p<.001). In addition, of the three motivation

factors that were tested, both relatedness and autonomy could be used to predict playfulness

(r2=.388, p<.001). This supports Jansz and Tanis’s10 finding that social interaction motivation

is the strongest predictor of time spent gaming. Our data also indicated that in-game

combination of playfulness and competence motivation could be used to predict self-esteem

(explaining 12.5% of total variance; F=8.406, p<.001) (Table 7). These results support our

contention that self-determination theory can be viewed as accounting for a large part of

online players’ motivation, playfulness, vitality, and self-esteem—that is, they support the

findings of Ryan et al.1.

As part of our second study, we utilized a structural equation model to examine

correlations among motivation, playfulness, and vitality. Similar to Study 1 results, in-game

motivation had significant direct effects on in-game playfulness and self-esteem. Motivation

has been defined as the inner drive of an individual and a force that compels people to act.

Among adolescents, intrinsic motivation to play online games is strongly connected to

perceived needs for autonomy, to display competence, and to feel connected to others. Their

motivation would have positive effects on adolescence players’ in-game playfulness and

self-esteem. In contrast, the sense if in-game playfulness (consisting of concentration, enjoy,

and curiosity) among adolescent players was not found to have any effect on self-esteem in

Study 2. One possible explanation is that adolescent players’ in-game playfulness is possibly

hard to enhance adolescence players’ personal worth and self-esteem.

Among the adolescent players in the second study, in-game playfulness had a

significant effect on subjective vitality (0.62 magnitude) and in-game motivation had a

significant effect on subjective vitality as mediated by in-game playfulness. The results

suggest that when adolescent players have a strong sense of in-game playfulness, they either

simply lose track of their fatigue or feel energized. Ryan et al.1 concluded that prolonged

exposure to online games may determine player vitality. Our data suggests that in-game

playfulness may help reduce fatigue and enhances player perceptions of subjective vitality. In

terms of spent playing per week, our 150 participants (41.3%) reported 7 hours or less, 89

(24.5%) between 8 and 16 hours 150 (41.3%) reported 7 hours or less, 89 (24.5%) between 8

and 16 hours, 56 (15.4%) between 16 and 24 hours, and 58 (15.9%) 25 hours or more. Most

of them were not prolonged exposure to online games, and they simply lose track of their

fatigue.

Previous researchers have gathered evidence showing that online games exert negative

effects on individual players’ self-esteem 28,29 and vitality1. In contrast, our data indicate that

the in-game intrinsic motivation of adolescent gamers exert positive effects on in-game

playfulness, subjective vitality, and self-esteem. A possible explanation it tied to Ryan et

al.’s1 suggestion that the motivation component of self-determination theory accounts a great

deal for online players’ motivation. Our two findings suggest self-determination theory (SDT)

could be applied to investigate the positive influence on adolescence players’.

Regarding the use of SDT to investigate online game players’ motivation, playfulness,

vitality, and self-esteem, Bartle22 and Yee2 postulated that players can be categorized into

four motivation types: killers, achievers, socializers, and explorers. Ryan et al1 argue that a

true motivation theory should not focus on behavioral classifications constrained by the

structures of specific games, but instead focus on (a) factors associated with enjoyment and

persistence across players and genres, and (b) how games that differ in controllability,

structure, and content appeal to human motivation tendencies and psychological needs. Our

findings support the idea that SDT can account for a significant amount of player motivation,

and that player motivation has a direct effect on playfulness and self-esteem.

Similarities exist between playfulness and Csikszentmihalyi’s15 flow theory, which has

been used to explain intrinsic motivation and sense of involvement in many activities. A

number of researchers are using flow theory to examine recreation and game playing. For

example, Hwang13 and Wan and Chiou14 applied flow state to investigate the psychological

motives of online games, and found the contradistinction between flow and addiction. We

also expect to apply flow theory to investigate online game playfulness and motivation in

future studies. Other potential topics for further research include a meta-analysis of evidence

on how publication bias in terms of online game violence effect the literature36. Accordingly,

there needs to be a stronger research focus on the positive effects of online gaming. Finally,

more effort is needed to conduct longitudinal studies to provide insights into gamers’

developmental stages and how adolescent game choices and play patterns evolve as they age.

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Table 1. Zero order correlations among play hours, motivation, play trait, and playful state.

Number of Play Hours/Week

Motivation Play State Play Trait

Number of Play Hours/Week

-

Motivation .204* -

Play State .269** .607** - -

Play Trait .109 .409** .255** .255**

*p <.05 ; **p <.01

Table 2. Regression for in-game playfulness.

Factor R △R2 F β t

In-Game Intrinsic Motivation .67 .362 60.03* .607 7.748*

*p <.001

Table 3. Regression for in-game playfulness.

Factor R △R2 F β t

Step 1: Relatedness .607 .363 60.182*** .445 4.262***

Step 2: Autonomy .632 .388 33.997*** .240 2.302*

*p<.05; *** p<.001.

Table 4. Regression for subjective vitality.

Factor R △R2 F β t

Step 1: Motivation .621 .379 64.585* .445 4.770*

Step 2: Playfulness .662 .427 39.781* .289 3.097**

*, p<.001; **, p<.05

Table 5. Regression for self-esteem.

*p <.01; ** p<.001.

Factor R △R2 F β t

Step 1: Playfulness .329 .100 12.509* .329 3.537**

Table 6. Regression for the self-esteem.

*p <.001; **p <.01; ***p<.05.

Factor R △R2 F β t

Step 1: Playfulness .329 .100 12.509** .329 3.537**

Step 2: Competence .376 .125 8.406* -.183 -1.987***

Table 7 Score statistics for Study 2 scales.

Scales M SD Cronbach’s Alpha

In-Game Intrinsic Motivation1 (Ryan et al., 2006) In-Game Playfulness (Ahn et al.30)

Concentration Player Vitality25 (Ryan & Frederick, 1997)

Vitality 1

Table 8. Covariance matrix for the study variables.

Variable 1 2 3 4 5 6 7 8 9 10

Playfulness

1. concentration (0.81)

2. Enjoyment 0.25 (0.65)

3. Curiosity 0.30 0.33 (0.72) 4. Vitality 1

0.26

0.29 0.26 (0.90) 5. Vitality 2 0.21 0.33 0.34 0.70 (1.13) 6. Self-esteem1

-0.13 0.18 0.04 0.08 0.11 (0.82)

7. Self-esteem 2 0.17 0.25 0.21 0.21 0.28 0.15 (0.05) Motivation

8. Competence 0.26 0.19 0.24 0.22 0.26 0.07 0.26 (0.48)

9. Autonomy 0.13 0.19 0.23 0.17 0.18 0.09 0.13 0.14 (0.51)

10. Relatedness 0.23 0.28 0.31 0.17 0.20 0.08 0.23 0.20 0.21 (0.66)

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