2,151 research outputs found
Recommended from our members
Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience
Good gaming experiences hinge on players being able to have a balance between challenge and skill. However, achieving that balance is challenging, so dynamic difficulty adjustment offers the opportunity to provide better gaming experiences through adapting the challenge in the game to suit an individual’s capabilities. The risk though is that in adapting the difficulty, players do not get a true sense of challenge, but rather some tailored, perhaps watered down experience. In this note, we report on a study, in which we used time manipulation as a method of simple adaptation in order to explore its effect on player experience (PX) and performance. Volunteers played a game in which the timer was adjusted based on their performance in the game, however they were not aware of the feature. The results showed that players in the experimental group found the game more immersive. This provides empirical support that dynamic difficulty adjustment could be used to improve the PX
Parody Microbloggers as Chroniclers and Commentators on Russian Political Reality
In the political environment of contemporary Russia, government-controlled media dominate the discourse. However, the Internet still provides a platform for – and visibility to – alternative voices and ideas. Parody microblogging is a popular recent phenomenon of Russian-language social media. Users with satire accounts utilize the names of power holders, publish links to the news, and provide opinion and contextualization, as well as offering satirical commentary on corruption, the management of the country and media propaganda. This article studies the function of parody framing in critical microblogging in the Russian-language Twitter. It discusses accounts spoofing the elites as tactical media that disrupt the hegemonic discourse and interpret political reality for the Russian digital audience
Recommended from our members
The Convergence of Player Experience Questionnaires
Player experience is an important field of digital games research to understand how games influence players. A common way to directly measure players’ reported experiences is through questionnaires. However, the large number of questionnaires currently in use introduces several challenges both in terms of selecting suitable measures and comparing results across studies. In this paper, we review some of the most widely known and used questionnaires and focus on the immersive experience questionnaire (IEQ), the game engagement questionnaire (GEQ), and the player experience of need satisfaction (PENS), with the aim to position each of them in relation to each other. This was done through an online survey, in which we gathered 270 responses from players about their most recent experience of a digital game. Our findings show considerable convergence between these three questionnaires and that there is room to refine them into a more widely applicable measure of general game engagement
Recommended from our members
First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion?
Contemporary digital game developers offer a variety of games for the diverse tastes of their customers. Although the gaming experience often depends on one's preferences, the same may not apply to the level of their immersion. It has been argued whether the player perspective can influence the level of player's involvement with the game. The aim of this study was to research whether interacting with a game in first person perspective is more immersive than playing in the third person point of view (POV). The set up to test the theory involved participants playing a role-playing game in either mode, naming their preferred perspective, and subjectively evaluating their immersive experience. The results showed that people were more immersed in the game play when viewing the game world through the eyes of the character, regardless of their preferred perspectives
Recommended from our members
The Placebo Effect in Digital Games
Play-testing of digital games is a crucial part of any game development process, used to gather feedback about the game and correct any existing and potential flaws with the design. However, due to the nature of human subject testing, the feedback being collected in such experiments is prone to biases. Players' expectations play a great role in dictating their gaming experience, which means the information players receive before trying a new game, as well as the knowledge they already possess, may affect their perception and experience of the game. Two studies were conducted in order to evaluate how priming players to expect a game technology can positively influence their experience. The results supported the hypothesis that even basic instructions can change players' perception of the game, and lead to a higher level of perceived immersion when knowing that the game contains an improved feature, the adaptive artificial intelligence (AI), while it is not present in the game
Recommended from our members
Measuring Uncertainty in Games: Design and Preliminary Validation
Uncertainty is an important element of game play, which is widely believed to act as a precondition for player experience (PX). To investigate the concept and examine its relation to other PX concepts, we should be able to measure it. We present the design and preliminary results of the validation of the Player Uncertainty in Games (PUG) questionnaire. Based on various sources from games user research and work done with regards to searching digital archives, we designed a questionnaire that measures the experience of uncertainty in games. The scale was refined down to 66 items via interviews with players and expert reviews, which was then validated and further refined based on data gathered from gamers in an online survey. The Principal Component Analysis showed high level of internal consistency for the scale and each of its four factors: Disorientation, Exploration, Prospect, and Randomness. This work demonstrates the initial findings towards a validated tool for measuring uncertainty of players in digital games
Recommended from our members
Challenge in Digital Games: Towards Developing a Measurement Tool
Challenge is arguably the most important experience that players seek in digital games. However, without a measure of how challenged players feel during the act of play, it is hard to design games that are neither too easy nor too hard and, therefore, truly enjoyable. Especially in industry, challenge is dominantly assessed by means of manual play testing in ad-hoc trials. The aim of this research is to create a more systematic, complete, and reliable instrument to evaluate the level of players' experienced challenge in games in the form of a questionnaire. This paper presents the key results from an extensive literature survey which will inform further development. We survey definitions of challenge, challenge types, and their relation to player experience based on the observations of game designers. We furthermore draw from empirical findings in a diverse range of fields such as game studies, human-computer interaction (HCI) and artificial intelligence (AI)
Compact objects in conformal nonlinear electrodynamics
In this paper we consider a special case of vacuum non-linear electrodynamics
with a stress-energy tensor conformal to the Maxwell theory. Distinctive
features of this model are: the absence of dimensional parameter for
non-linearity description and a very simple form of the dominant energy
condition, which can be easily verified in an arbitrary pseudo-riemannian
space-time with the consequent constrains on the model parameters. In this
paper we analyse some properties of astrophysical compact objects coupled to
conformal vacuum non-linear electrodynamics
From High Visibility to High Vulnerability: Feminist, Postcolonial and Anti-Gentrification Activism at Risk
This editorial considers how this special issue on media and activism reflects or extends current debates in the field and how it explores the possibilities for progressive activists around the world to use the media to resist the current rise of the extreme right alongside the disturbing and growing evidence of the techniques of fascism: populism, propaganda and fake news, hate speech and hate crimes. It follows Graham Meikle (2018) in defining ‘activism’ as ‘the widest range of attempts to effect [progressive] social or cultural change’ whilst its understanding of ‘the media’ includes a broad range of communication platforms, from traditional journalism to digital networks.
The issue itself looks at macro- and meso-levels of activism with this editorial explaining how contributions reflect different critical and research approaches focusing variously on media as enabling activists to organise; the mediation of activism; and media as a tool through which activists can professionally deliver their strategic objectives.
It calls for measures to make digital space a safer place for activists; to help activists own their narrative without constant risks of hijacking and abuse; and to celebrate the thriving strategies and tactics that bring together activists and the public who care
- …
