A4 Article in conference proceedings
The Role of Game Elements in Shaping Three Dimensions of Techno-Distress and Techno-Eustress in Online Multiplayer Games (2024)
Hämäläinen, A., Salo, M., & Lampi, A. (2024). The Role of Game Elements in Shaping Three Dimensions of Techno-Distress and Techno-Eustress in Online Multiplayer Games. In A. Asatiani, A. S. Islind, & J. Magnusson (Eds.), SCIS 2024 : Proceedings of the 15th Scandinavian Conference on Information Systems. Association for Information Systems. https://aisel.aisnet.org/scis2024/24/
JYU authors or editors
Publication details
All authors or editors: Hämäläinen, Antti; Salo, Markus; Lampi, Anna
Parent publication: SCIS 2024 : Proceedings of the 15th Scandinavian Conference on Information Systems
Parent publication editors: Asatiani, Aleksandre; Islind, Anna Sigridur; Magnusson, Johan
Place and date of conference: Uddevalla, Sweden, 11.-14.8.2024
eISBN: 978-1-958200-09-4
Publication year: 2024
Publisher: Association for Information Systems
Publication country: United States
Publication language: English
Persistent website address: https://aisel.aisnet.org/scis2024/24/
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/96940
Abstract
Playing digital games is an immensely popular leisure activity, offering players numerous benefits. Despite this, research, practitioner reports, and mainstream media discussions have highlighted various issues associated with gaming. In the information systems (IS) discipline, research on the phenomenon of technostress, referring to stress caused by information technology (IT) use, has been instrumental in understanding the negative consequences of IT use. Nevertheless, while technostress has received attention in various IT use contexts, digital games have received minimal scrutiny. To address this gap, we studied technostress in the context of playing online multiplayer games. By employing qualitative data collection and analysis methods, we investigated gamers’ experiences of technostress and the game elements underlying them via 19 semi-structured interviews. We highlight how technostress can manifest both negative and positive aspects and explain how the same game elements and gaming situations can lead to both types of outcomes. Through our three-dimensional view of technostress, we emphasize the direct role of gameplay, in addition to the indirect roles of social interactions and self-perception, in shaping technostress when playing online multiplayer games. By delineating specific associations between game elements and technostressors, we provide practical insights for game developers and organizations implementing gamification in various activities.
Keywords: stress (biological phenomena); technostress; anxiety; digital games; multiplayer games; players (non-music); experiences (knowledge); interview study
Free keywords: technostress; techno-distress; techno-eustress; digital games; online multiplayer games; game elements
Contributing organizations
Related projects
- Academy Research Fellow Salo Markus: Technostress from the use of robots and intelligent systems at work
- Salo, Markus
- Research Council of Finland
Ministry reporting: Yes
VIRTA submission year: 2024
Preliminary JUFO rating: 1