{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,24]],"date-time":"2026-08-24T10:26:12Z","timestamp":1787567172639,"version":"build-2736575974"},"reference-count":111,"publisher":"Elsevier BV","license":[{"start":{"date-parts":[[2026,9,1]],"date-time":"2026-09-01T00:00:00Z","timestamp":1788220800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.elsevier.com\/tdm\/userlicense\/1.0\/"},{"start":{"date-parts":[[2026,9,1]],"date-time":"2026-09-01T00:00:00Z","timestamp":1788220800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.elsevier.com\/legal\/tdmrep-license"},{"start":{"date-parts":[[2026,8,4]],"date-time":"2026-08-04T00:00:00Z","timestamp":1785801600000},"content-version":"vor","delay-in-days":0,"URL":"http:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["elsevier.com","sciencedirect.com"],"crossmark-restriction":true},"short-container-title":["Acta Psychologica"],"published-print":{"date-parts":[[2026,9]]},"DOI":"10.1016\/j.actpsy.2026.107589","type":"journal-article","created":{"date-parts":[[2026,8,12]],"date-time":"2026-08-12T03:53:30Z","timestamp":1786506810000},"page":"107589","update-policy":"https:\/\/doi.org\/10.1016\/elsevier_cm_policy","source":"Crossref","is-referenced-by-count":0,"special_numbering":"C","title":["What makes players stay: Using real gameplay data to explore players' game loyalty to E-sports MOBA games"],"prefix":"10.1016","volume":"269","author":[{"given":"Haojian","family":"Li","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Lingji","family":"Li","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Erjia","family":"Xu","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Wenfeng","family":"Chen","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Ping","family":"Hu","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"78","reference":[{"key":"10.1016\/j.actpsy.2026.107589_bb0005","series-title":"2015 Game Physics and Mechanics International Conference (GAMEPEC)","first-page":"11","article-title":"An integrated conceptual model for predicting behavioral learning triggered by video-game engagement: A mediating role of observational learning","author":"Abbasi","year":"2015"},{"key":"10.1016\/j.actpsy.2026.107589_bb0010","series-title":"Computer games and new media cultures","first-page":"477","article-title":"Playing computer games as electronic sport: In search of a theoretical framework for a new research field","author":"Adamus","year":"2012"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0015","doi-asserted-by":"crossref","first-page":"731","DOI":"10.1016\/j.jesp.2009.04.019","article-title":"Causal effects of violent sports video games on aggression: Is it competitiveness or violent content?","volume":"45","author":"Anderson","year":"2009","journal-title":"Journal of Experimental Social Psychology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0020","doi-asserted-by":"crossref","first-page":"238","DOI":"10.1016\/j.chb.2018.06.002","article-title":"Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features","volume":"87","author":"Balakrishnan","year":"2018","journal-title":"Computers in Human Behavior"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0025","doi-asserted-by":"crossref","first-page":"191","DOI":"10.1037\/0033-295X.84.2.191","article-title":"Self-efficacy: Toward a unifying theory of behavioral change","volume":"84","author":"Bandura","year":"1977","journal-title":"Psychological Review"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0030","doi-asserted-by":"crossref","first-page":"351","DOI":"10.1007\/s10899-018-9763-1","article-title":"The psychology of esports: A systematic literature review","volume":"35","author":"B\u00e1nyai","year":"2019","journal-title":"Journal of Gambling Studies"},{"key":"10.1016\/j.actpsy.2026.107589_bb0035","doi-asserted-by":"crossref","DOI":"10.1016\/j.chb.2024.108433","article-title":"From spectatorship to loyalty: Unraveling the influence of game streaming watch and gaming-related social connectivity on MOBA gamers","volume":"162","author":"Bian","year":"2025","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0040","doi-asserted-by":"crossref","first-page":"103","DOI":"10.1016\/j.chb.2016.03.014","article-title":"Gen Y customer loyalty in online shopping: An integrated model of trust, user experience and branding","volume":"61","author":"Bilgihan","year":"2016","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0045","series-title":"The use of video game achievements to enhance player performance, self-efficacy, and motivation","author":"Blair","year":"2011"},{"key":"10.1016\/j.actpsy.2026.107589_bb0050","series-title":"CHI 2004 Conference on Human Factors in Computing Systems","first-page":"1297","article-title":"A grounded investigation of game immersion","author":"Brown","year":"2004"},{"key":"10.1016\/j.actpsy.2026.107589_bb0055","series-title":"Handbook of digital games","first-page":"337","article-title":"Immersion in digital games: Review of gaming experience research","author":"Cairns","year":"2014"},{"key":"10.1016\/j.actpsy.2026.107589_bb0060","series-title":"Game analytics","first-page":"255","article-title":"Meaning in gameplay: Filtering variables, defining metrics, extracting features and creating models for gameplay analysis","author":"Canossa","year":"2013"},{"key":"10.1016\/j.actpsy.2026.107589_bb0065","doi-asserted-by":"crossref","first-page":"366","DOI":"10.1016\/j.chb.2015.01.066","article-title":"Player\u2013video game interaction: A systematic review of current concepts","volume":"48","author":"Caroux","year":"2015","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0070","series-title":"Game dynamics","first-page":"71","article-title":"Dynamic player pairing: Quantifying the effects of competitive versus cooperative attitudes","author":"Chan","year":"2017"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0075","doi-asserted-by":"crossref","first-page":"11","DOI":"10.1089\/109493104322820066","article-title":"Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents","volume":"7","author":"Choi","year":"2004","journal-title":"Cyberpsychology & Behavior"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107589_bb0080","doi-asserted-by":"crossref","first-page":"663","DOI":"10.1089\/109493103322725469","article-title":"The role of flow experience in cyber-game addiction","volume":"6","author":"Chou","year":"2003","journal-title":"Cyberpsychology & Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0085","series-title":"Emotions, everyday life and sociology","first-page":"27","article-title":"Loyalty: The emotion of future expectation, felt now, based on the past","author":"Connor","year":"2018"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0090","doi-asserted-by":"crossref","first-page":"257","DOI":"10.1007\/s11257-016-9170-1","article-title":"Behavlets: A method for practical player modelling using psychology-based player traits and domain specific features","volume":"26","author":"Cowley","year":"2016","journal-title":"User Modeling and User-Adapted Interaction"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0095","doi-asserted-by":"crossref","first-page":"948","DOI":"10.1080\/14680777.2018.1498112","article-title":"\u201cI play to win!\u201d: Geguri as a (post)feminist icon in esports","volume":"18","author":"Cullen","year":"2018","journal-title":"Feminist Media Studies"},{"key":"10.1016\/j.actpsy.2026.107589_bb0100","series-title":"Effect of cooperation on players\u2019 immersion and enjoyment","author":"Daggubati","year":"2016"},{"key":"10.1016\/j.actpsy.2026.107589_bb0105","doi-asserted-by":"crossref","first-page":"26","DOI":"10.1016\/j.compedu.2014.09.007","article-title":"Role of self-efficacy and social appearance anxiety on gaming motivations of MMOFPS players","volume":"81","author":"Dindar","year":"2015","journal-title":"Computers & Education"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0110","doi-asserted-by":"crossref","first-page":"167","DOI":"10.1108\/SEJ-10-2022-0091","article-title":"Applying the stimulus-organism-response theory to investigate determinants of students\u2019 social entrepreneurship: Moderation role of perceived university support","volume":"19","author":"Duong","year":"2023","journal-title":"Social Enterprise Journal"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0115","doi-asserted-by":"crossref","first-page":"272","DOI":"10.1177\/1541931213601550","article-title":"Carrying the team: The importance of one player\u2019s survival for team success in League of Legends","volume":"61","author":"Eaton","year":"2017","journal-title":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107589_bb0120","doi-asserted-by":"crossref","first-page":"425","DOI":"10.1016\/j.elerap.2013.06.001","article-title":"The role of atmospheric cues in online impulse-buying behavior","volume":"12","author":"Floh","year":"2013","journal-title":"Electronic Commerce Research and Applications"},{"issue":"7","key":"10.1016\/j.actpsy.2026.107589_bb0125","doi-asserted-by":"crossref","first-page":"663","DOI":"10.1080\/0144929X.2020.1716848","article-title":"Exploring an adverse impact of smartphone overuse on academic performance via health issues: A stimulus\u2013organism\u2013response perspective","volume":"40","author":"Fu","year":"2021","journal-title":"Behaviour & Information Technology"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0130","doi-asserted-by":"crossref","DOI":"10.62177\/chst.v3i1.1179","article-title":"The relationship between conspicuous signals and players\u2019 friendly experience in the MOBA mobile game honor of kings: The mediating roles of perceived economic status and perceived competence status, and the moderating role of cognitive level","volume":"3","author":"Gan","year":"2026","journal-title":"Critical Humanistic Social Theory"},{"key":"10.1016\/j.actpsy.2026.107589_bb0135","series-title":"League of Legends player count & stats 2025","author":"Gill","year":"2025"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0140","doi-asserted-by":"crossref","first-page":"468","DOI":"10.1177\/0093650214565895","article-title":"Competitive video game play: An investigation of identification and competition","volume":"43","author":"Griffiths","year":"2016","journal-title":"Communication Research"},{"issue":"4\u20136","key":"10.1016\/j.actpsy.2026.107589_bb0145","doi-asserted-by":"crossref","first-page":"509","DOI":"10.1080\/09544120050007823","article-title":"The relationship between customer satisfaction and loyalty: Cross-industry differences","volume":"11","author":"Gronholdt","year":"2000","journal-title":"Total Quality Management"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0150","first-page":"46","article-title":"Can I make a difference? The role of general and domain-specific self-efficacy in sustainable consumption decisions","volume":"14","author":"Hanss","year":"2010","journal-title":"Umweltpsychologie"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0155","doi-asserted-by":"crossref","first-page":"339","DOI":"10.1080\/15213269.2010.524912","article-title":"Just a game? Unjustified virtual violence produces guilt in empathetic players","volume":"13","author":"Hartmann","year":"2010","journal-title":"Media Psychology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0160","doi-asserted-by":"crossref","DOI":"10.1016\/j.entcom.2021.100474","article-title":"Factors affecting continuous purchase intention of fashion products on social e-commerce: SOR model and the mediating effect","volume":"41","author":"Hewei","year":"2022","journal-title":"Entertainment Computing"},{"key":"10.1016\/j.actpsy.2026.107589_bb0165","doi-asserted-by":"crossref","first-page":"288","DOI":"10.1016\/j.jbusres.2018.10.046","article-title":"Individualizing gamified systems: The role of trait competitiveness and leaderboard design","volume":"106","author":"H\u00f6llig","year":"2020","journal-title":"Journal of Business Research"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107589_bb0170","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1145\/3145814","article-title":"Data-driven approaches to game player modeling: A systematic literature review","volume":"50","author":"Hooshyar","year":"2018","journal-title":"ACM Computing Surveys"},{"key":"10.1016\/j.actpsy.2026.107589_bb0175","doi-asserted-by":"crossref","first-page":"48","DOI":"10.1016\/j.elerap.2016.06.003","article-title":"On the post-acceptance of mobile movie-themed games","volume":"18","author":"Hsiao","year":"2016","journal-title":"Electronic Commerce Research and Applications"},{"key":"10.1016\/j.actpsy.2026.107589_bb0180","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2024.1347949","article-title":"Emotional analysis of multiplayer online battle arena games addiction","volume":"15","author":"Huang","year":"2024","journal-title":"Frontiers in Psychology"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0185","doi-asserted-by":"crossref","first-page":"581","DOI":"10.1108\/10662241111176380","article-title":"Predicting online game loyalty based on need gratification and experiential motives","volume":"21","author":"Huang","year":"2011","journal-title":"Internet Research"},{"key":"10.1016\/j.actpsy.2026.107589_bb0190","doi-asserted-by":"crossref","DOI":"10.1057\/s41599-023-02221-9","article-title":"Using the SOR framework to explore the driving factors of older adults\u2019 smartphone use behavior","volume":"10","author":"Huang","year":"2023","journal-title":"Humanities & Social Sciences Communications"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0195","doi-asserted-by":"crossref","first-page":"396","DOI":"10.1080\/02601370304837","article-title":"Towards a contemporary and comprehensive theory of learning","volume":"22","author":"Illeris","year":"2003","journal-title":"International Journal of Lifelong Education"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0200","doi-asserted-by":"crossref","first-page":"51","DOI":"10.1207\/S15327663JCP1201_05","article-title":"Stimulus\u2013organism\u2013response reconsidered: An evolutionary step in modeling (consumer) behavior","volume":"12","author":"Jacoby","year":"2002","journal-title":"Journal of Consumer Psychology"},{"issue":"9","key":"10.1016\/j.actpsy.2026.107589_bb0205","doi-asserted-by":"crossref","first-page":"641","DOI":"10.1016\/j.ijhcs.2008.04.004","article-title":"Measuring and defining the experience of immersion in games","volume":"66","author":"Jennett","year":"2008","journal-title":"International Journal of Human-Computer Studies"},{"key":"10.1016\/j.actpsy.2026.107589_bb0210","series-title":"Proceedings of the 33rd annual acm conference on human factors in computing systems","first-page":"2265","article-title":"All about that base: Differing player experiences in video game genres and the unique case of moba games","author":"Johnson","year":"2015"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0215","doi-asserted-by":"crossref","first-page":"490","DOI":"10.1016\/j.chb.2008.11.001","article-title":"Toward a comprehensive theory of problematic internet use: Evaluating the role of self-esteem, anxiety, flow, and the self-rated importance of internet activities","volume":"25","author":"Kim","year":"2009","journal-title":"Computers in Human Behavior"},{"issue":"6","key":"10.1016\/j.actpsy.2026.107589_bb0220","first-page":"80","article-title":"Brand trust and brand affect: Their strategic importance on brand loyalty","volume":"1","author":"Ko\u00e7ak Alan","year":"2012","journal-title":"Journal of Global Strategic Management"},{"key":"10.1016\/j.actpsy.2026.107589_bb0225","series-title":"Proceedings of the ACM SIGCHI Annual Symposium on Computer\u2013Human Interaction in Play (CHI PLAY 2014)","first-page":"161","article-title":"Playing with strangers: Understanding temporary teams in League of Legends","author":"Kou","year":"2014"},{"issue":"CSCW","key":"10.1016\/j.actpsy.2026.107589_bb0230","first-page":"1","article-title":"Entangled with numbers: Quantified self and others in a team-based online game","volume":"2","author":"Kou","year":"2018","journal-title":"Proceedings of the ACM on Human-Computer Interaction"},{"key":"10.1016\/j.actpsy.2026.107589_bb0235","series-title":"Proceedings of the 2016 annual symposium on computer-human interaction in play","first-page":"4","article-title":"Ranking practices and distinction in league of legends","author":"Kou","year":"2016"},{"key":"10.1016\/j.actpsy.2026.107589_bb0240","first-page":"1","article-title":"Cross-country comparison of the esports industry in China, South Korea and Japan","author":"Lam","year":"2024","journal-title":"Sport in Society"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0245","doi-asserted-by":"crossref","first-page":"77","DOI":"10.1080\/15213260802669458","article-title":"Development and validation of a game addiction scale for adolescents","volume":"12","author":"Lemmens","year":"2009","journal-title":"Media Psychology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0250","doi-asserted-by":"crossref","first-page":"752","DOI":"10.1186\/s40359-024-02254-y","article-title":"Dynamic calibration of self-efficacy to cognitive load: The longitudinal mediation effect of state anxiety","volume":"12","author":"Li","year":"2024","journal-title":"BMC Psychology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0255","series-title":"Health promotion and interactive technology: Theoretical applications and future directions","first-page":"103","article-title":"Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health","author":"Lieberman","year":"1997"},{"issue":"9","key":"10.1016\/j.actpsy.2026.107589_bb0260","doi-asserted-by":"crossref","first-page":"3223","DOI":"10.1177\/1461444817744850","article-title":"So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game","volume":"20","author":"Lin","year":"2018","journal-title":"New Media & Society"},{"key":"10.1016\/j.actpsy.2026.107589_bb0265","doi-asserted-by":"crossref","first-page":"4724","DOI":"10.1007\/s12144-025-07513-8","article-title":"How does social comparison predict internet gaming disorder? A structural equation model based on loot box use, competitiveness, and aggressiveness","volume":"44","author":"Lu","year":"2025","journal-title":"Current Psychology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0270","doi-asserted-by":"crossref","DOI":"10.1016\/j.entcom.2024.100651","article-title":"Can we engage players with extended reality in gaming applications? A stimulus\u2013organism\u2013response framework","volume":"50","author":"Mala Kalaiarasan","year":"2024","journal-title":"Entertainment Computing"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0275","first-page":"167","article-title":"Importance of brand awareness and brand loyalty in assessing purchase intentions of consumers","volume":"4","author":"Malik","year":"2013","journal-title":"International Journal of Business and Social Science"},{"key":"10.1016\/j.actpsy.2026.107589_bb0280","doi-asserted-by":"crossref","DOI":"10.1016\/j.addbeh.2021.107056","article-title":"The structural characteristics of esports gaming and their behavioral implications for high engagement: A competition perspective and a cross-cultural examination","volume":"123","author":"Mao","year":"2021","journal-title":"Addictive Behaviors"},{"key":"10.1016\/j.actpsy.2026.107589_bb0285","doi-asserted-by":"crossref","first-page":"72","DOI":"10.1016\/j.chb.2018.09.006","article-title":"The Avatar\u2019s new clothes: Understanding why players purchase non-functional items in free-to-play games","volume":"91","author":"Marder","year":"2019","journal-title":"Computers in Human Behavior"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0290","article-title":"Player dossiers: Analyzing gameplay data as a reward","volume":"11","author":"Medler","year":"2011","journal-title":"Game Studies"},{"key":"10.1016\/j.actpsy.2026.107589_bb0295","series-title":"An approach to environmental psychology","author":"Mehrabian","year":"1974"},{"key":"10.1016\/j.actpsy.2026.107589_bb0300","doi-asserted-by":"crossref","DOI":"10.3389\/fpsyg.2018.01682","article-title":"Flow and immersion in video games: The aftermath of a conceptual challenge","volume":"9","author":"Michailidis","year":"2018","journal-title":"Frontiers in Psychology"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0305","first-page":"94","article-title":"Relationship between design characteristics, relationship quality, and customer loyalty of the mobile game user community","volume":"21","author":"Min","year":"2021","journal-title":"Journal of the Korea Contents Association"},{"key":"10.1016\/j.actpsy.2026.107589_bb0310","doi-asserted-by":"crossref","DOI":"10.1016\/j.chb.2019.04.004","article-title":"Analyzing the effect of social support and community factors on customer engagement and its impact on loyalty behaviors toward social commerce websites","volume":"108","author":"Molinillo","year":"2020","journal-title":"Computers in Human Behavior"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0315","doi-asserted-by":"crossref","first-page":"493","DOI":"10.1002\/cb.1831","article-title":"Impact of perceived value on casual mobile game loyalty: The moderating effect of intensity of playing","volume":"19","author":"Molinillo","year":"2020","journal-title":"Journal of Consumer Behaviour"},{"issue":"14","key":"10.1016\/j.actpsy.2026.107589_bb0320","doi-asserted-by":"crossref","DOI":"10.3390\/ijerph16142612","article-title":"Addictive features of social media\/messenger platforms and freemium games against the background of psychological and economic theories","volume":"16","author":"Montag","year":"2019","journal-title":"International Journal of Environmental Research and Public Health"},{"key":"10.1016\/j.actpsy.2026.107589_bb0325","doi-asserted-by":"crossref","first-page":"128","DOI":"10.1016\/j.entcom.2018.02.005","article-title":"MOBA games: A literature review","volume":"26","author":"Mora-Cantallops","year":"2018","journal-title":"Entertainment Computing"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0330","doi-asserted-by":"crossref","first-page":"599","DOI":"10.1207\/S15328007SEM0904_8","article-title":"How to use a Monte Carlo study to decide on sample size and determine power","volume":"9","author":"Muth\u00e9n","year":"2002","journal-title":"Structural Equation Modeling"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0335","doi-asserted-by":"crossref","first-page":"22","DOI":"10.1287\/mksc.19.1.22.15184","article-title":"Measuring the customer experience in online environments: A structural modeling approach","volume":"19","author":"Novak","year":"2000","journal-title":"Marketing Science"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0340","doi-asserted-by":"crossref","first-page":"461","DOI":"10.1080\/08995600903206412","article-title":"An examination of the role individual differences play in videogame-based training","volume":"21","author":"Orvis","year":"2009","journal-title":"Military Psychology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0345","doi-asserted-by":"crossref","DOI":"10.1016\/j.ssaho.2024.101229","article-title":"Global impacts of video gaming behavior on young adults\u2019 mental health during the COVID-19 pandemic: A systematic literature review","volume":"11","author":"Park","year":"2025","journal-title":"Social Sciences & Humanities Open"},{"issue":"28","key":"10.1016\/j.actpsy.2026.107589_bb0350","doi-asserted-by":"crossref","first-page":"2398","DOI":"10.1177\/154193121005402808","article-title":"Game-based learning: The impact of flow state and videogame self-efficacy","volume":"54","author":"Pavlas","year":"2010","journal-title":"Proceedings of the Human Factors and Ergonomics Society Annual Meeting"},{"key":"10.1016\/j.actpsy.2026.107589_bb0355","series-title":"Proceedings of future play 2007","first-page":"83","article-title":"\u201cIt is always a lot of fun!\u201d: Exploring dimensions of digital game experience using focus group methodology","author":"Poels","year":"2007"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0360","doi-asserted-by":"crossref","first-page":"154","DOI":"10.1037\/a0019440","article-title":"A motivational model of video game engagement","volume":"14","author":"Przybylski","year":"2010","journal-title":"Review of General Psychology"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0365","first-page":"17","article-title":"The effect of cooperative education on change in self-efficacy among undergraduate students: Introducing work self-efficacy","volume":"45","author":"Raelin","year":"2011","journal-title":"Journal of Cooperative Education & Internships"},{"issue":"CHI PLAY","key":"10.1016\/j.actpsy.2026.107589_bb0370","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1145\/3549506","article-title":"Live feedback for training through real-time data visualizations: A study with league of legends","volume":"6","author":"Rijnders","year":"2022","journal-title":"Proceedings of the ACM on Human-Computer Interaction"},{"key":"10.1016\/j.actpsy.2026.107589_bb0375","doi-asserted-by":"crossref","first-page":"82","DOI":"10.1016\/j.aasri.2014.08.014","article-title":"Mining tracks of competitive video games","volume":"8","author":"Rioult","year":"2014","journal-title":"AASRI Procedia"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0380","doi-asserted-by":"crossref","first-page":"344","DOI":"10.1007\/s11031-006-9051-8","article-title":"The motivational pull of video games: A self-determination theory approach","volume":"30","author":"Ryan","year":"2006","journal-title":"Motivation and Emotion"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0385","article-title":"Self-control and online game addiction in early adult gamers","volume":"1375","author":"Safarina","year":"2019","journal-title":"Journal of Physics: Conference Series"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0390","doi-asserted-by":"crossref","first-page":"840","DOI":"10.1108\/AJIM-08-2021-0232","article-title":"Fake or real news? Understanding the gratifications and personality traits of individuals sharing fake news on social media platforms","volume":"74","author":"Sampat","year":"2022","journal-title":"Aslib Journal of Information Management"},{"key":"10.1016\/j.actpsy.2026.107589_bb0395","doi-asserted-by":"crossref","first-page":"153","DOI":"10.1016\/bs.adms.2020.10.001","article-title":"Self-efficacy and human motivation","volume":"8","author":"Schunk","year":"2021","journal-title":"Advances in Motivation Science"},{"key":"10.1016\/j.actpsy.2026.107589_bb0400","series-title":"Extreme stress and communities: Impact and intervention","first-page":"159","article-title":"Optimistic self-beliefs as a resource factor in coping with stress","author":"Schwarzer","year":"1995"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0405","doi-asserted-by":"crossref","first-page":"407","DOI":"10.1016\/j.im.2017.09.007","article-title":"Understanding the role of competition in video gameplay satisfaction","volume":"55","author":"Sepehr","year":"2018","journal-title":"Information & Management"},{"issue":"2","key":"10.1016\/j.actpsy.2026.107589_bb0410","doi-asserted-by":"crossref","first-page":"348","DOI":"10.1080\/0144929X.2020.1811770","article-title":"Understanding continuance intention to play online games: Roles of self-expressiveness, self-congruity, self-efficacy, and perceived risk","volume":"41","author":"Sharma","year":"2022","journal-title":"Behaviour & Information Technology"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0415","doi-asserted-by":"crossref","first-page":"361","DOI":"10.1002\/(SICI)1520-6793(199707)14:4<361::AID-MAR4>3.0.CO;2-7","article-title":"Store environment and consumer purchase behavior: Mediating role of consumer emotions","volume":"14","author":"Sherman","year":"1997","journal-title":"Psychology & Marketing"},{"key":"10.1016\/j.actpsy.2026.107589_bb0420","doi-asserted-by":"crossref","DOI":"10.1016\/j.actpsy.2024.104591","article-title":"Mobile online game experience and community interaction: Mechanisms affecting user satisfaction","volume":"251","author":"Shi","year":"2024","journal-title":"Acta Psychologica"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0425","doi-asserted-by":"crossref","first-page":"812","DOI":"10.1177\/193229681200600412","article-title":"Motivating effects of cooperative exergame play for overweight and obese adolescents","volume":"6","author":"Staiano","year":"2012","journal-title":"Journal of Diabetes Science and Technology"},{"key":"10.1016\/j.actpsy.2026.107589_bb0430","doi-asserted-by":"crossref","first-page":"240","DOI":"10.1016\/j.chb.2016.05.049","article-title":"The effect of flow experience on player loyalty in mobile game application","volume":"63","author":"Su","year":"2016","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0435","doi-asserted-by":"crossref","DOI":"10.1016\/j.jclepro.2021.127807","article-title":"How perceived communication source and food value stimulate purchase intention of organic food: An examination of the stimulus\u2013organism\u2013response (SOR) model","volume":"312","author":"Sultan","year":"2021","journal-title":"Journal of Cleaner Production"},{"key":"10.1016\/j.actpsy.2026.107589_bb0440","doi-asserted-by":"crossref","first-page":"484","DOI":"10.1016\/j.jbusres.2020.10.005","article-title":"Place attachment to pseudo establishments: An application of the stimulus\u2013organism\u2013response paradigm to themed hotels","volume":"129","author":"Sun","year":"2021","journal-title":"Journal of Business Research"},{"key":"10.1016\/j.actpsy.2026.107589_bb0445","series-title":"2015 International Workshop on Network and Systems Support for Games (NetGames)","first-page":"1","article-title":"Application context based algorithm for player skill evaluation in MOBA games","author":"Suznjevic","year":"2015"},{"key":"10.1016\/j.actpsy.2026.107589_bb0450","doi-asserted-by":"crossref","DOI":"10.1016\/j.foodqual.2020.104077","article-title":"Facilitators and inhibitors of organic food buying behavior","volume":"88","author":"Tandon","year":"2021","journal-title":"Food Quality and Preference"},{"key":"10.1016\/j.actpsy.2026.107589_bb0455","doi-asserted-by":"crossref","DOI":"10.1016\/j.heliyon.2023.e23248","article-title":"What is esports? A systematic scoping review and concept analysis of esports","volume":"9","author":"Tang","year":"2023","journal-title":"Heliyon"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0460","doi-asserted-by":"crossref","first-page":"2236","DOI":"10.1016\/j.chb.2007.10.008","article-title":"Online flow experiences, problematic internet use and internet procrastination","volume":"24","author":"Thatcher","year":"2008","journal-title":"Computers in Human Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0465","doi-asserted-by":"crossref","DOI":"10.1016\/j.entcom.2022.100523","article-title":"What makes an ideal team? Analysis of popular Multiplayer Online Battle Arena (MOBA) games","volume":"44","author":"Thavamuni","year":"2023","journal-title":"Entertainment Computing"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107589_bb0470","doi-asserted-by":"crossref","first-page":"36","DOI":"10.1109\/MIC.2014.19","article-title":"Analyzing implicit social networks in multiplayer online games","volume":"18","author":"Van de Bovenkamp","year":"2014","journal-title":"IEEE Internet Computing"},{"key":"10.1016\/j.actpsy.2026.107589_bb0475","series-title":"Proceedings of the 3rd International Conference on Fun and Games","first-page":"126","article-title":"Player identification in online games: Validation of a scale for measuring identification in MMORPGs","author":"Van Looy","year":"2010"},{"key":"10.1016\/j.actpsy.2026.107589_bb0480","doi-asserted-by":"crossref","first-page":"481","DOI":"10.1016\/j.chb.2015.02.015","article-title":"Extending the theory of bounded generalized reciprocity: An explanation of the social benefits of cooperative video game play","volume":"48","author":"Velez","year":"2015","journal-title":"Computers in Human Behavior"},{"issue":"3","key":"10.1016\/j.actpsy.2026.107589_bb0485","doi-asserted-by":"crossref","first-page":"317","DOI":"10.1089\/cpb.2006.9.317","article-title":"Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents","volume":"9","author":"Wan","year":"2006","journal-title":"Cyberpsychology & Behavior"},{"key":"10.1016\/j.actpsy.2026.107589_bb0490","doi-asserted-by":"crossref","DOI":"10.1016\/j.entcom.2022.100489","article-title":"The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players","volume":"42","author":"Wang","year":"2022","journal-title":"Entertainment Computing"},{"key":"10.1016\/j.actpsy.2026.107589_bb0495","series-title":"Proceedings of DiGRA 2011","article-title":"Game reward systems: Gaming experiences and social meanings","author":"Wang","year":"2011"},{"issue":"5","key":"10.1016\/j.actpsy.2026.107589_bb0500","doi-asserted-by":"crossref","first-page":"787","DOI":"10.1111\/j.1467-8535.2007.00773.x","article-title":"Gender differences in the perception and acceptance of online games","volume":"39","author":"Wang","year":"2008","journal-title":"British Journal of Educational Technology"},{"issue":"1","key":"10.1016\/j.actpsy.2026.107589_bb0505","first-page":"146","article-title":"The effects of competitive gaming scenarios and personalized assistance strategies on English vocabulary learning","volume":"21","author":"Wei","year":"2018","journal-title":"Educational Technology & Society"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0510","doi-asserted-by":"crossref","first-page":"343","DOI":"10.1002\/cb.1637","article-title":"Be loyal but not addicted: Effect of online game social migration on game loyalty and addiction","volume":"16","author":"Wei","year":"2017","journal-title":"Journal of Consumer Behaviour"},{"key":"10.1016\/j.actpsy.2026.107589_bb0515","doi-asserted-by":"crossref","DOI":"10.1155\/2011\/282345","article-title":"Immersion in computer games: The role of spatial presence and flow","volume":"2011","author":"Weibel","year":"2011","journal-title":"International Journal of Computer Games Technology"},{"issue":"4","key":"10.1016\/j.actpsy.2026.107589_bb0520","doi-asserted-by":"crossref","first-page":"625","DOI":"10.3758\/BF03196322","article-title":"Six views of embodied cognition","volume":"9","author":"Wilson","year":"2002","journal-title":"Psychonomic Bulletin & Review"},{"key":"10.1016\/j.actpsy.2026.107589_bb0525","doi-asserted-by":"crossref","DOI":"10.1057\/s41599-024-03934-1","article-title":"Players\u2019 continuous willingness to play in MOBA game ranking mode: Through the lens of self-determination theory and social comparison theory","volume":"11","author":"Xia","year":"2024","journal-title":"Humanities & Social Sciences Communications"},{"key":"10.1016\/j.actpsy.2026.107589_bb0530","series-title":"2024 International Conference on Electrical Electronics and Computing Technologies (ICEECT)","first-page":"1","article-title":"eSports on the rise: A statistical odyssey unveiling the probability of growth","author":"Yadav","year":"2024"},{"key":"10.1016\/j.actpsy.2026.107589_bb0535","doi-asserted-by":"crossref","first-page":"44","DOI":"10.54254\/2753-7064\/31\/20231831","article-title":"How East Asian culture influences the personality traits of its residents: An exploration of cultural characteristics and the emphasis on interdependence","volume":"31","author":"Yang","year":"2024","journal-title":"Communications in Humanities Research"},{"key":"10.1016\/j.actpsy.2026.107589_bb0540","author":"Yee"},{"key":"10.1016\/j.actpsy.2026.107589_bb0545","series-title":"The impact of interaction behavior on loyalty in role-playing online game players","author":"Zhang","year":"2007"},{"issue":"11","key":"10.1016\/j.actpsy.2026.107589_bb0550","first-page":"1275","article-title":"The motivational process model of adolescent online gamers\u2019 playing intention","volume":"40","author":"Zhang","year":"2008","journal-title":"Acta Psychologica Sinica"},{"issue":"10","key":"10.1016\/j.actpsy.2026.107589_bb0555","doi-asserted-by":"crossref","DOI":"10.1016\/j.heliyon.2024.e31324","article-title":"The influencing factors of game brand loyalty","volume":"10","author":"Zhao","year":"2024","journal-title":"Heliyon"}],"container-title":["Acta Psychologica"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S0001691826013909?httpAccept=text\/xml","content-type":"text\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/api.elsevier.com\/content\/article\/PII:S0001691826013909?httpAccept=text\/plain","content-type":"text\/plain","content-version":"vor","intended-application":"text-mining"}],"deposited":{"date-parts":[[2026,8,24]],"date-time":"2026-08-24T08:51:38Z","timestamp":1787561498000},"score":1,"resource":{"primary":{"URL":"https:\/\/linkinghub.elsevier.com\/retrieve\/pii\/S0001691826013909"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2026,9]]},"references-count":111,"alternative-id":["S0001691826013909"],"URL":"https:\/\/doi.org\/10.1016\/j.actpsy.2026.107589","relation":{},"ISSN":["0001-6918"],"issn-type":[{"value":"0001-6918","type":"print"}],"subject":[],"published":{"date-parts":[[2026,9]]},"assertion":[{"value":"Elsevier","name":"publisher","label":"This article is maintained by"},{"value":"What makes players stay: Using real gameplay data to explore players' game loyalty to E-sports MOBA games","name":"articletitle","label":"Article Title"},{"value":"Acta Psychologica","name":"journaltitle","label":"Journal Title"},{"value":"https:\/\/doi.org\/10.1016\/j.actpsy.2026.107589","name":"articlelink","label":"CrossRef DOI link to publisher maintained version"},{"value":"article","name":"content_type","label":"Content Type"},{"value":"\u00a9 2026 The Authors. Published by Elsevier B.V.","name":"copyright","label":"Copyright"}],"article-number":"107589"}}