2025
Vahlo, Jukka; Tuuri, Kai
Validating Motives of Autonomous Players (MAP) inventory : a bottom-up model of general motivational factors to videogame play Journal Article
In: User Modeling and User-Adapted Interaction, vol. 35, 2025, ISSN: 0924-1868.
Abstract | Links | Tags: Factor analysis, Human-computer interaction, Motivation, Scale validation, Videogames
@article{Vahlo2025,
title = {Validating Motives of Autonomous Players (MAP) inventory : a bottom-up model of general motivational factors to videogame play},
author = {Jukka Vahlo and Kai Tuuri },
url = {https://doi.org/10.1007/s11257-025-09431-7
https://link.springer.com/article/10.1007/s11257-025-09431-7},
doi = {10.1007/s11257-025-09431-7},
issn = {0924-1868},
year = {2025},
date = {2025-03-30},
urldate = {2025-03-30},
journal = {User Modeling and User-Adapted Interaction},
volume = {35},
abstract = {In this study, we develop and validate Motives of Autonomous Players (MAP) inventory. Several models on videogame motives have been published recently, but typically these models focus either on specific videogame types, on individual games, or on a particular theory on human motivation. The MAP model takes an integrative approach that considers why people play games in general. This is done by adopting an inductive bottom-up research attitude and by focusing on motives that can be argued to be broadly applicable for all kinds of videogames, ranging from casual mobile games to massively multiplayer online role-playing games. Since the MAP model is based on extensive player data that represent a great variety of player motives, the results are widely applicable in player modeling and in understanding player–game interaction at large. The initial MAP model was developed by analyzing open-ended gaming motive descriptions (N 1,648) by a content analysis procedure. A preliminary 101-item MAP inventory was included in a UK-based survey (N 600). A nine-factor model was identified and further validated as a 34-item version by making a confirmatory factor analysis with a USA-based survey data (N 600). Additional analyses on construct validity were performed for investigating how motives to play videogames predict players’ game enjoyment factors that were kept analytically distinct from general motivational factors to play videogames.},
keywords = {Factor analysis, Human-computer interaction, Motivation, Scale validation, Videogames},
pubstate = {published},
tppubtype = {article}
}
2022
Macey, Anna-Leena; Macey, Joseph; Hamari, Juho
Virtual Reality in Emotion Regulation: A Scoping Review Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 6th International GamiFIN Conference (GamiFIN 2022), Gamification Group, Tampere University, Finland, 2022, (April 26-29, 2022 (Organized as an online conference).).
Abstract | Links | Tags: Emotion regulation, Human-computer interaction, Immersive VR, Scoping review, Technological affordances
@inproceedings{Macey2022d,
title = {Virtual Reality in Emotion Regulation: A Scoping Review},
author = {Anna-Leena Macey and Joseph Macey and Juho Hamari},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://ceur-ws.org/Vol-3147/paper7.pdf},
year = {2022},
date = {2022-04-29},
urldate = {2022-04-29},
booktitle = {Proceedings of the 6th International GamiFIN Conference (GamiFIN 2022)},
publisher = {Gamification Group, Tampere University, Finland},
series = {CEUR Workshop Proceedings},
abstract = {Academic research investigating virtual reality (VR) is growing rapidly; as a result of VR becoming more easily accessible, it has become a more viable tool for helping individuals regulate their emotions. This research aims to provide an overview of the field and the contexts in which VR has been implemented to facilitate emotion regulation. Results indicate that although VR has been used to facilitate ER for over two decades, empirical research in the field has remained somewhat static until 2018. Furthermore, the contexts in which it has been employed have remained narrow with more than half of all included publications utilising VR to administer exposure therapy. While the recent increase of published works in the field, combined with more varied uses of VR, indicate a broadening of the field this work highlights several gaps in the extant literature, identifying a series of potential avenues for future research.},
note = {April 26-29, 2022 (Organized as an online conference).},
keywords = {Emotion regulation, Human-computer interaction, Immersive VR, Scoping review, Technological affordances},
pubstate = {published},
tppubtype = {inproceedings}
}
