10,275 research outputs found
The Media Entertainment Success Cycle
The Media Entertainment Success Cycle (MESC) provides a comprehensive theoretical framework that can help researchers identify and understand the supply and demand processes that govern successful entertainment media. The supply process encompasses entertainment development and distribution, aimed at providing an immersive and engaging experience. The demand process illustrates how individual responses and effects influence preference and motivation for the selection of entertainment products. Positive reception not only encourages increased user engagement with similar content but also stimulates the development of similar products within the entertainment industry. The MESC summarises entertainment research within an integrative framework where industry supply and user demand are two mutually reinforcing processes that perpetuate successful media entertainment
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
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The central role of stress relief in video gaming motivations and preferences
Video games are played by more than 1.8 billion people and are a pervasive force in society, but
despite decades of research there has been little consensus on their effects. Before we are able to model complex outcomes such as excessive engagement, we must first understand how and why people play video games. This dissertation integrates latent factor models with techniques from machine learning and network analysis to develop a holistic picture of gaming style, motivations, and individual differences. It employs diverse sources of data across several studies and a total of 2,143 participants, combining online questionnaires with qualitative analysis of participant responses and objective information about gaming behaviour from the API of the popular gaming network âSteamâ, and finds that stress relief is a primary motivation for engaging in the immersive worlds of video games.
Previous research has indicated three underlying factors of Immersion, Achievement and Socialising which replicated across three comprehensive studies of 480 adults, 106 adults and children with an Autism Spectrum Condition, and 961 adults and adolescents. Gamers experiencing more stress in their daily lives were more likely to have Immersion rather than Social or Achievement play styles. Achievement-oriented gamers tended to be lower in stress, higher in conscientiousness and emotional stability, and played more than Immersion-focused gamers.
A qualitative analysis of 54 gamersâ descriptions of why they recently chose to play a game was used to develop the âReasons for Playing Video Gamesâ items (RPVG), which were administered to independent samples of 243, 299 and 961 gamers. The qgraph R package was used to perform network analyses of the RPVG items and gameplay style factors, employing the machine learning-based adaptive LASSO technique to estimate a partial correlation matrix from a set of variables as a Pairwise Markov Random Field. Gamers higher in Immersion tended to play for escapism, distraction, and fantasy, while social gamers played for excitement, energy, and self-expression. Network analysis and graph theory illustrate the central role of stress relief in the network of Reasons for Playing Video Games and shows that playing when feeling stressed is strongly linked with Immersion
Affective level design for a role-playing videogame evaluated by a brain\u2013computer interface and machine learning methods
Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain\u2013computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks
Immersion in digital fiction
In this article, we profile an empirically grounded, cognitive approach to immersion in digital fiction by combining text-driven stylistic analysis with insights from theories of cognition and reader-response research. We offer a new analytical method for immersive features in digital fiction by developing deictic shift theory for the affordances of digital media. We also provide empirically substantiated insights to show how immersion is experienced cognitively by using Andy Campbell and Judi Alstonâs (2015) digital fiction piece WALLPAPER as a case study. We add âinteractional deixisâ and âaudible deixisâ to Stockwellâs (2002) model to account for the multimodal nature of immersion in digital fiction. We also show how extra-textual features can contribute to immersion and thus propose that they should be accounted for when analysing immersion across media. We conclude that the analytical framework and reader response protocol that we develop here can be adapted for application to texts across media
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