Table 1.
Prepared themes and examples used in thematic analysis.
Theme | Example Theme/Concept from Literature [8,9,29,30,31,32] |
---|---|
Achievement | Non-competitive. Also includes general success in completing objectives |
Achievement, challenge, Advancement, Mechanics, Being stronger, Rare items, Meta-game rewards | |
Behavioral game mechanics | Game-driven regulation, Alerts, Behavioral tracking, Exit points, Timed rewards, Fast loading times |
Environmental | Forces outside the scope of the game’s design |
Content-driven, family/parent driven, outside needs & responsibilities | |
Habit | Habit |
Immersion | The feeling of being one with the game |
Narrative, Look and feel, Interface, Autonomy, Customization, Role-playing, Discovery, Fantasy | |
Mood regulation | Arousal/enjoyment, seeking diversion or distraction, escapism |
Novelty | New or interesting aspects of the game |
Self-regulation | Self-regulation |
Social | Social interaction, relationships, teamwork |