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In this thesis, we deal with the question if challenge, flow and fun in computer games are related to each other, and which influence the motivational, psychological components motivation of success, motivation of failure and the chance of success do have. In addition, we want to know if a free choice in the level of difficulty is the optimal way to flow. To examine these theories, a study based on an online survey was executed, in which the participants played the game “flOw“. The results were evaluated with the help of a two-factorial analysis of variance with repeated measurement and tests on correlation. Thereby we found out that there actually exists a relation between challenge, flow and fun and that motivation does matter indirectly.
This work is mainly concerned with multiple goals as indicators of stable as well as situation-specific motivation. During school lessons, pupils strive for competence-oriented goals as well as goals which target psychological well-being. The goal to enlarge one- competence and to acquire deeper knowledge (mastery goal), to attain normative competence (performance approach goal) as well as the goal to avoid the demonstration of lack ofrncompetence (performance avoidance goal) belong to the category of academic goals. The category of well-being goals includes the goal to avoid hard work (work avoidance goal) as well as the aim to interact socially with relevant peers (affiliation goal).
It is still unclear, however, if goals are best defined as fluctuating state or stable trait variables. Here, both aspects of goals are conceptualized differentially and their connection is explored in two studies based on a longitudinal design. Another question that is raised here is concerned with the explanation of state-goal-genesis. Different motivational theories serve as the basis for the development of a new framework model, which explores the genesis of state goal-components due to trait goal-components, situational appraisals and their interaction. In the literature, three effect models between appraisals and trait goals regarding the state goals are identified: a) appraisals and trait goals might predict state goals additively (additive effect), b) trait goals might influence the state goals mediated by the appraisals (reactive effect), or c) the trait goals may have differential effects on the state goals for low or high values of the appraisals (interaction effect). Moreover, assumptions on proximal consequences of state-goals are made within the framework model.
Study 1 comprised of two samples (N = 197 and N = 297). Both multiple goal factors as well as their state- and trait-components were validated empirically in a longitudinal design. State goal measures proved to be sensitive to situational influences and to be differentially valid compared to trait goal measures. Study 2 primarily dealt with the explanationrnof the genesis of state goals in actual learning situations. The basic assumptions of the framework model as well as the three effect models were explored systematically in a longitudinal design (N = 542). As expected, competence oriented goals correlated with adaptive indicators of learning processes (e.g., flow), while the well-being goals did not. The additive effect hypothesis was confirmed while the reactive effect hypothesis was rejected. With the help of latent moderator models, some interaction effects were identified which showed that trait goals were differentially predictive for state goals depending on the level of situational appraisals.
With the ongoing process of building business networks in today- economy, business to-business integration (B2B Integration) has become a strategic tool for utilizing and optimizing information exchange between business partners. Industry and academia have made remarkable progress in implementing and conceptualizing different kinds of electronic inter-company relationships in the last years. Nevertheless, academic findings generally focus exclusively on certain aspects of the research object, e.g. document standards, process integration or other descriptive criteria. Without arncommon framework these results stay unrelated and their mutual impact on each other remains largely unexplained. In this paper we explore motivational factors of B2B integration in practice. In a research project using a uniform taxonomy (eXperience methodology) we classified real-world B2B integration projects from a pool of over 400 case studies using a pre-developed framework for integration scenarios. The result of our partly exploratory research shows the influence of the role of a company in the supply chain and its motive to invest in a B2B solution.