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dc.contributor.authorHämäläinen, Antti
dc.contributor.authorKoskelainen, Tiina
dc.contributor.authorTeukku, Sanni
dc.date.accessioned2023-09-27T07:10:44Z
dc.date.available2023-09-27T07:10:44Z
dc.date.issued2023
dc.identifier.citationHämäläinen, A., Koskelainen, T., & Teukku, S. (2023). Technostress in Digital Games : Case Genshin Impact. In <i>SCIS 2023 : Proceedings of the 14th Scandinavian Conference on Information Systems</i> (Article 5). Association for Information Systems. <a href="https://aisel.aisnet.org/scis2023/5/" target="_blank">https://aisel.aisnet.org/scis2023/5/</a>
dc.identifier.otherCONVID_185038897
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/89253
dc.description.abstractAs ubiquitous and pervasive information technologies (ITs) have become prominent, technostress (i.e., stress caused by IT use) has become an issue in different contexts. This is the case even in IT use that reflects things like fun and relaxation. One of the most common types of such IT use is playing digital games, which can also bring forth negative emotions in players. However, research on technostress emergence and mitigation in playing digital games is scarce. To address this gap, we conducted a qualitative study using semi-structured interviews focusing on one game, Genshin Impact. The game was chosen due to its global popularity and the suitability of its genre for exploring technostress. We contribute to research by explaining how different game features (gacha, time limits, controls, account, content updates) and activities (grinding/farming, daily missions, combat, cooperative gameplay) contribute to technostress emergence in digital games. We also discuss different strategies, such as multitasking, that can be used to mitigate stressful gaming experiences. Our results provide insights for information systems and game researchers, as well as for players and game developers.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherAssociation for Information Systems
dc.relation.ispartofSCIS 2023 : Proceedings of the 14th Scandinavian Conference on Information Systems
dc.relation.urihttps://aisel.aisnet.org/scis2023/5/
dc.rightsIn Copyright
dc.subject.othereustressi
dc.subject.othermoniajo
dc.subject.otherGenshin Impact
dc.subject.othertechnostress
dc.subject.othertechno-distress
dc.subject.othertechno-eustress
dc.subject.otherdigital games
dc.titleTechnostress in Digital Games : Case Genshin Impact
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-202309275264
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.oppiaineTutkintokoulutusfi
dc.contributor.oppiaineValue Creation for Cyber-Physical Systems and Servicesfi
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineDegree Educationen
dc.contributor.oppiaineValue Creation for Cyber-Physical Systems and Servicesen
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.relation.isbn978-952-64-9639-9
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.type.versionpublishedVersion
dc.rights.copyright© Association for Information Systems 2023
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceScandinavian Conference on Information Systems
dc.subject.ysoteknostressi
dc.subject.ysodigitaaliset pelit
dc.subject.ysostressinhallinta
dc.subject.ysopelaaminen
dc.subject.ysopsyykkinen kuormittavuus
dc.subject.ysopelaajat
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p39228
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p14804
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p131
jyx.subject.urihttp://www.yso.fi/onto/yso/p14484
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.type.okmA4


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