Table 2.
Demonstration of the results of the eSports endogamy association coding: concepts and categories.
| Associative coding (reference points) | Open coding (reference points) | Original statement enumeration |
|---|---|---|
| Incentive settings (180) | Continuous motivation (57) Chance of motivation (38) Diversity of motivation (45) Incentive redeemable (40) |
Players will be rewarded for each task they complete; the rewarded equipment appears randomly, with weapons and clothes; their own equipment can be exchanged with other players or sold. |
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| Program settings (163) | Challenge difficulty (10) Rules specific (18) Forming a team (27) Fairness (16) Target focus (14) Timely feedback (17) Quantification of indicators (13) Simple interpersonal relationships (24) Training guidance (9) Easy to operate (15) |
The higher the number of levels you play, the more accomplished you are; which level has double points are relatively clear; find a high level team win rate is mostly; everyone in the game is the same; what specific tasks to do are very clear; from the blood bar display to know their life value; kill a monster experience value plus three hundred; we just need to play the game together; each level has instructions; point a keyboard or cell phone page can be operated. |
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| Task settings (147) | Goal specific (30) Able to complete (34) Can start over (46) Flexibility and freedom (37) |
The level specifies the task of each level; anyway, it can be completed; if you cannot beat it and die, you can start over; there are a dozen tasks each day that you can choose at will according to your own expertise. |