{"id":{"repo_id":"buffalo","oai_identifier":"oai:ubir.buffalo.edu:10477/86761"},"canonical_url":"https://search.dev.ndltd.org/etd/buffalo/oai:ubir.buffalo.edu:10477/86761","repository":{"repo_id":"buffalo","name":"Buffalo","base_url":"https://ubir.buffalo.edu/oai/request"},"display":{"title":"Have Fun in Both Game and Non-Game Contexts? Three Essays on Online Gaming Addiction and Stimulating Effect of Gamification","abstract":"Ph.D.","abstract_html":"Ph.D.","abstract_has_math":false,"creators":["Wang, Xunyi"],"institution":"State University of New York at Buffalo","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Sanders, George","Management Science and Systems"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2025,"date_issued":"2025-02-21T21:44:50Z","date_published":"2025-02-21T21:44:50Z","updated_at":"2026-07-27T19:05:37Z","subjects":["management","information technology"],"languages":["eng"],"rights":["Users of works found in University at Buffalo Institutional Repository (UBIR) are responsible for identifying and contacting the copyright owner for permission to reuse. University at Buffalo Libraries do not manage rights for copyright-protected works and cannot assist with permissions.","Copyright retained by author."],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/10477/86761","outbound_label":"Handle","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Sanders, George","Management Science and Systems"]},{"key":"dc:creator","label":"Author","values":["Wang, Xunyi"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2025-02-21T21:44:50Z","2020"]},{"key":"dc:publisher","label":"Institution","values":["State University of New York at Buffalo"]},{"key":"dc:type","label":"Dc Type","values":["Text","Dissertation"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["management","information technology"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["eng"]},{"key":"dc:rights","label":"Dc Rights","values":["Users of works found in University at Buffalo Institutional Repository (UBIR) are responsible for identifying and contacting the copyright owner for permission to reuse. University at Buffalo Libraries do not manage rights for copyright-protected works and cannot assist with permissions.","Copyright retained by author."]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["http://hdl.handle.net/10477/86761"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Ph.D.","The evolution of information technology has drastically changed the way we live our lives and conduct business. As an IT artifact, online game has become a very popular form of electronic entertainment, as evidenced by the approximately 2.2 billion active gamers worldwide. However, the concerns of game addiction have been growing, and the medical community has identified compulsive gaming as a disorder. Indeed, in June of 2018, the 11th Revision of the International Classification of Diseases defined a gaming disorder as the impaired control over gaming behavior. The predictors of online gaming addiction, however, has not been fully understood. Gamification, on the other hand, is an emerging idea for using game design elements and principles to make everyday tasks more engaging, and it is permeating many different types of information systems. The literature is not clear about the role of gamification on the quantity, quality and the valence of online reviews. In this dissertation, we attempt to explore the psychological predictors of online game addiction, and the stimulating effect of gamification on online review generation. The first essay examines the impact of three gaming motivations (achievement, socializing, and escapism), psychological ownership, and primary-secondary control on the formation of the online gaming motivation. We find that two gaming motivations (achievement and escapism) predict the psychological ownership of the gaming world. Interestingly, there is an inverted-U relationship between psychological ownership and game addiction. While primary control is positively related to game addiction, secondary control negatively predicts game addiction. The second essay discusses how gamification mechanism (e.g., badge), combined with financial incentives, impact online review generation with regard to three outcomes: review quantity, review quality, and review valance (i.e., the level of emotion embedded in the review texts). Through a randomized experiment, we find that combining gamification and financial incentives leads to the greatest number of reviews, the highest quality of the reviews. However, providing gamification only yields higher review quality than providing financial incentives only. We also find that providing any of the incentives can lower the review valence. The third essay explores the effect of a real-world gamification scenario, Yelp's Elite Squad (YES), on Yelp users' future engagement level. Our empirical results show that users who become YES members are more likely to contribute more. We further find that if a user received YES for two consecutive years, the effect of the most recent recognition on the future engagement is weaker.","**To request an accessible version of the file(s) associated with this item, contact library@buffalo.edu. Please include the item's persistent URL [http://hdl.handle.net/. . .] in your request.**"]},{"key":"dc:format","label":"Dc Format","values":["application/pdf"]},{"key":"dc:title","label":"Title","values":["Have Fun in Both Game and Non-Game Contexts? Three Essays on Online Gaming Addiction and Stimulating Effect of Gamification"]}]}],"canonical_facts":{"dc:contributor":["Sanders, George","Management Science and Systems"],"dc:creator":["Wang, Xunyi"],"dc:date":["2025-02-21T21:44:50Z","2020"],"dc:description":["Ph.D.","The evolution of information technology has drastically changed the way we live our lives and conduct business. As an IT artifact, online game has become a very popular form of electronic entertainment, as evidenced by the approximately 2.2 billion active gamers worldwide. However, the concerns of game addiction have been growing, and the medical community has identified compulsive gaming as a disorder. Indeed, in June of 2018, the 11th Revision of the International Classification of Diseases defined a gaming disorder as the impaired control over gaming behavior. The predictors of online gaming addiction, however, has not been fully understood. Gamification, on the other hand, is an emerging idea for using game design elements and principles to make everyday tasks more engaging, and it is permeating many different types of information systems. The literature is not clear about the role of gamification on the quantity, quality and the valence of online reviews. In this dissertation, we attempt to explore the psychological predictors of online game addiction, and the stimulating effect of gamification on online review generation. The first essay examines the impact of three gaming motivations (achievement, socializing, and escapism), psychological ownership, and primary-secondary control on the formation of the online gaming motivation. We find that two gaming motivations (achievement and escapism) predict the psychological ownership of the gaming world. Interestingly, there is an inverted-U relationship between psychological ownership and game addiction. While primary control is positively related to game addiction, secondary control negatively predicts game addiction. The second essay discusses how gamification mechanism (e.g., badge), combined with financial incentives, impact online review generation with regard to three outcomes: review quantity, review quality, and review valance (i.e., the level of emotion embedded in the review texts). Through a randomized experiment, we find that combining gamification and financial incentives leads to the greatest number of reviews, the highest quality of the reviews. However, providing gamification only yields higher review quality than providing financial incentives only. We also find that providing any of the incentives can lower the review valence. The third essay explores the effect of a real-world gamification scenario, Yelp's Elite Squad (YES), on Yelp users' future engagement level. Our empirical results show that users who become YES members are more likely to contribute more. We further find that if a user received YES for two consecutive years, the effect of the most recent recognition on the future engagement is weaker.","**To request an accessible version of the file(s) associated with this item, contact library@buffalo.edu. Please include the item's persistent URL [http://hdl.handle.net/. . .] in your request.**"],"dc:format":["application/pdf"],"dc:identifier":["http://hdl.handle.net/10477/86761"],"dc:language":["eng"],"dc:publisher":["State University of New York at Buffalo"],"dc:rights":["Users of works found in University at Buffalo Institutional Repository (UBIR) are responsible for identifying and contacting the copyright owner for permission to reuse. University at Buffalo Libraries do not manage rights for copyright-protected works and cannot assist with permissions.","Copyright retained by author."],"dc:subject":["management","information technology"],"dc:title":["Have Fun in Both Game and Non-Game Contexts? Three Essays on Online Gaming Addiction and Stimulating Effect of Gamification"],"dc:type":["Text","Dissertation"]},"updated_at":"2026-07-27T19:05:37Z"}