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The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment.
Diana Rieger
Tim Wulf
Julia Kneer
Lena Frischlich
Gary Bente
Published in:
Comput. Hum. Behav. (2014)
Keyphrases
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video games
user satisfaction
virtual world
serious games
positive effects
computer games
game theory
game playing
social networks
educational games
game play
game design
network centrality
negative impact
perceived usefulness
game theoretic
nash equilibrium
multi agent
board game
information systems