Well-Being, Motives and Experiences in Live and Online Game Settings

Tihana Brkljačić, L. Lučić, Ines Sučić
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Abstract

Traditional mind sports are extremely suitable for online environment, so various specialized platforms, were developed for this purpose. Although online games are technically superior and popular, many players argue that online play lacks “the game spirit”. The aim of this article was to compare motives and experiences of live and online games of Bridge. The authors conducted ten semi-structured online interviews with bridge players. All participants confirmed that Bridge significantly improved their quality of life. The participants reported benefits in accordance with Major (2001) serious leisure benefits and partially in accordance with the DRAMMA model of five factors related to leisure activities (Newman, Tay and Diener, 2014). Results showed that online bridge was generally perceived as less challenging and demanding, but appropriate for training purposes. The most important difference in motivation is related to boredom – frequent motive of online bridge, while not existent in live settings.
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幸福,动机和经验在生活和在线游戏设置
传统的心理运动非常适合在线环境,因此各种专门的平台被开发出来。尽管网络游戏在技术上更胜一筹,也广受欢迎,但许多玩家认为网络游戏缺乏“游戏精神”。本文的目的是比较桥牌真人游戏和网游的动机和体验。作者对桥牌玩家进行了10次半结构化的在线采访。所有参与者都证实,桥显着改善了他们的生活质量。参与者报告的收益符合主要(2001)严重休闲收益,部分符合与休闲活动相关的五个因素的DRAMMA模型(Newman, Tay和Diener, 2014)。结果显示,在线桥牌通常被认为不那么具有挑战性和要求,但适合用于培训目的。在动机上最重要的区别在于无聊——网络桥牌的常见动机,而在现实环境中则不存在。
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