|
Authors | Elements | Subelements | Examples |
|
D. H. Shin and Y. J. Shin 2010; Meurs 2011 [5, 16] | Time | Asynchronous time | Single player |
|
Ines and Abdelkader 2011; Benkler 2006; Urista et al. 2009; Joinson 2008; Lucas and Sherry 2004; Hou 2011; Wei et al. 2010 [3, 17–20, 22, 32] |
Social interaction | Social fictitious presence | To help and to hire friends |
Publication of the activities | Wall post, send invitation for friends to play |
|
Ines and Abdelkader 2011; Hamari and Järvinen 2011; Benkler 2006 [3, 15, 17] | Materialistic needs | Rewarding system | Daily bonuses |
|
Ines and Abdelkader 2011; Kollock 1999; Lucas and Sherry 2004; Hamari and Järvinen 2011; Sherry et al. 2006; Hamari and Lehdonvirta 2010 [3, 15, 20, 23, 24, 26] | Power needs | Competition Social status | Ranking, weekly championships Level |
|
Ines and Abdelkader 2011; Joinson 2008; Kollock 1999 [3, 19, 24] |
Affective needs | Cooperation | To help friends |
Interest sharing | Gifts (to donate and to receive presents), group needs |
|
Ines and Abdelkader 2011; Lucas and Sherry 2004 [3, 20] | Ambition needs | — | Objectives, challenges, achievements |
|
Ines and Abdelkader 2011; Choi and Kim 2004 [3, 27] | Information needs | Cognitive spontaneity (learning) | Feedbacks, tutorials |
|
Schell 2008; Rao 2008; Benkler 2006; Chang and Chin 2011; D. H. Shin and Y. J. Shin 2010; Csikszentmihalyi 1990 [5, 9, 11, 17, 29, 30] | | Playfulness | |
Game elements | Intrinsic and extrinsic motivations | Arts, sound, gameplay, mechanics, story, fantasy, plot |
Flow |
| Security | |
|