References
[1]. Stenros, J. (2017). The game definition game: A review. Games and culture, 12(6), 499-520.
[2]. Wilhelmsson, U., Wang, W., Zhang, R., & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 1-3.
[3]. Epic games. 2020.
[4]. miHoYo. 2022.
[5]. B.R. Hergenhahn, Matthew H, Theories of Learning sixth edition, Olson Prentice Hall, 2001.
[6]. Robert E. Salvin, Education Psychology, Theory and Practice, fourth edition, Paramount Publishing, 1994.
[7]. Siang, A. C., & Rao, R. K. (2003, December). Theories of learning: a computer game perspective. In Fifth International Symposium on Multimedia Software Engineering, 2003. Proceedings. (pp. 239-245). IEEE.
[8]. IGN(2020), Genshin Impact Review, https://www.youtube.com/watch?v=JliVeSsajO0&t=84s
[9]. McLeod, S. (2007). Skinner-operant conditioning.
[10]. King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.
[11]. Wong, D. (5). 5 Creepy Ways Video Games Are Trying to Get You Addicted. Cracked. com.
[12]. Carter, M., Moore, K., Mavoa, J., Horst, H., & Gaspard, L. (2020). Situating the appeal of Fortnite within children’s changing play cultures. Games and Culture, 15(4), 453-471.
Cite this article
Yang,Z. (2023). Research on the Method of Service Games to Enhance Player Stickiness and Purchase Intention—Taking Genshin Impact and Fortnite as Examples. Lecture Notes in Education Psychology and Public Media,18,260-264.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Stenros, J. (2017). The game definition game: A review. Games and culture, 12(6), 499-520.
[2]. Wilhelmsson, U., Wang, W., Zhang, R., & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 1-3.
[3]. Epic games. 2020.
[4]. miHoYo. 2022.
[5]. B.R. Hergenhahn, Matthew H, Theories of Learning sixth edition, Olson Prentice Hall, 2001.
[6]. Robert E. Salvin, Education Psychology, Theory and Practice, fourth edition, Paramount Publishing, 1994.
[7]. Siang, A. C., & Rao, R. K. (2003, December). Theories of learning: a computer game perspective. In Fifth International Symposium on Multimedia Software Engineering, 2003. Proceedings. (pp. 239-245). IEEE.
[8]. IGN(2020), Genshin Impact Review, https://www.youtube.com/watch?v=JliVeSsajO0&t=84s
[9]. McLeod, S. (2007). Skinner-operant conditioning.
[10]. King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8(1), 90-106.
[11]. Wong, D. (5). 5 Creepy Ways Video Games Are Trying to Get You Addicted. Cracked. com.
[12]. Carter, M., Moore, K., Mavoa, J., Horst, H., & Gaspard, L. (2020). Situating the appeal of Fortnite within children’s changing play cultures. Games and Culture, 15(4), 453-471.