1,698 research outputs found

    Greater rewards in videogames lead to more presence, enjoyment and effort

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    There is currently limited understanding of whether and how different amounts and diversity of virtual rewards impact on the player experience. A repeated-measures experiment was undertaken in which participants (N = 59) were compared on subjective measures (competence, presence-immersion, tension, effort and enjoyment), as well as psychophysiological measures (electrodermal activity and heart-beat rate), during the play of a videogame with three levels of video game reward (high, medium, low). Effort, enjoyment and presence-immersion significantly varied across conditions such that they were greater when all rewards were present compared to one or both of the other conditions. Heart-beat rate was found to vary across conditions consistent with the explanation that greater rewards lead to greater arousal. Our study suggest a number of advantages to greater amount and diversity of virtual rewards in the context of a casual videogame, with potential application to the design of new gamification systems

    Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing

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    The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP. The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction

    Study of emotion in videogames : understanding presence and behaviour

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    Only when videogames are released are we able to look at them and analyse them. Nowadays, platforms to share our thoughts and opinions about a videogame, or part of it, are everywhere, with both positive and negative commentaries being shared daily. However, what makes a game be seen as a positive experience and what components satisfy and engage players in it? In this Dissertation, we aim to comprehend how players perceive videogames and what motivates and triggers emotions one has during play. We will take a look at several different concepts that all work together when playing a videogame. We will start by understanding what Interaction is and how humans behave. Afterwards, we will better investigate the widely used topic of Immersion, and its unknown and unrecognized brother Presence. From there, we will divide involvement in game play in two parts, the technological side, which relates to natural interfaces and mastery of controls, and the side of design and implementation of content, more specifically the concept of Agency and how it plays a huge part in making players feel part of the game.Só quando um videojogo é lançado é que o podemos analisar e rever. Atualmente, encontramos plataformas para partilhar a nossa opinião acerca de um videojogo, ou parte dele, em qualquer lado, com comentários positivos e negativos a serem partilhados diariamente. No entanto, o que é que faz um jogo ser visto como uma experiência positiva e quais são os componentes que satisfazem e envolvem jogadores? Nesta Dissertação, pretendemos compreender como é que jogadores percecionam um videojogo e que emoções são despoletadas que os motiva a jogar. Iremos analisar diferentes conceitos que contribuem para o jogar de um videojogo. Começaremos por ver o que é a Interação e como é que o ser humano se comporta e age. Prosseguindo, iremos analisar o já bastante usado conceito de Imersão, e o seu desconhecido e menos reconhecido irmão, Presença. Daí iremos dividir o envolvimento com um videojogo em duas partes, no lado tecnológico, relacionado com interfaces naturais e mestria de controlos, e no lado de design e implementação de conteúdo, mais especificamente no conceito de Agência e a maneira como esta integra os jogadores no jogo

    Motivations, experiences and outcomes of playing videogames

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    The current research examined gaming within a leisure context to examine the motivational and experiential value of the activity, to better understand the range of outcomes of playing videogames. Flow theory was used as a theoretical framework for examining positive gaming experiences, and how these were associated with gaming motivations, and potential positive psychological and affective outcomes. The research utilised a mixed-methodological approach with samples of gamers. These included focus groups, an experiment and online questionnaires. The findings showed that immersion and achievement-orientated gaming motivations predicted flow in gaming, and could also predict some dimensions of psychological well-being. Flow in gameplay interacted with increases in positive mood and activation. This suggests that the processes involved in gaming are influential to positive gaming outcomes. Specific game aspects were influential to the nature of gaming experiences, although these were largely dependent on game-type. The findings also showed that social gaming contexts were influential towards gaming experiences, and the associated affective outcomes. This suggests the dynamic nature of gaming experiences, and the importance of acknowledging the wider social contexts in which gaming occurs. Aspects of personality (i.e. trait aggression and competitiveness) influenced negative mood after gameplay, suggesting the importance of considering internal factors when examining gaming outcomes. Further, because gaming motivations, experiences and the associated effects were largely individual and game-specific, this highlights the need for future research to adopt more idiographic approaches. Based on the findings, the research presents a Process Model of Gameplay to examine the dynamic nature of gameplay processes for a range of outcomes. The current research highlights the effectiveness of considering gaming within the wider context of leisure, to identify gaming processes as a way of examining the influence of gaming motivations and experiences on positive outcomes of the activity

    Game-based Learning Within the English Classroom: The Perceptions of Teachers at Norwegian Schools

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    Denne masteroppgaven omhandler Norske læreres syn på bruken av videospill i Engelsk undervisning. Ved bruk av kvalitative intervju om metode, er følgende problemstilling er satt for oppgaven: «Hvilke oppfatninger gir Norske lærere uttrykk for ved pedagogisk bruk av videospill i det engelske klasserom?» Tre engelsklærere fra tre forskjellige norske skoler ble intervjuet for å svare på denne problemstillingen. For at funnene i oppgaven skal kunne generaliseres, var det ingen krav at utvalget hadde tidligere kunnskap eller erfaring med videospill for læring. Ved dette ønsker oppgaven å kunne gi et representativt og upartisk innblikk i hvilken tilnærming norske lærere har til videospill i skolen. Videospill har blitt en dominerende kraft innen ungdomskultur. De fleste unge i dag spiller videospill regelmessig, og dette har hatt en innvirkning på deres engelsk ferdigheter. Siden interaksjonen ved videospill er overveldende på engelsk, er barn og unge i dag eksponert for store mengder av implisitt språk læring. Dette har ført til mye diskusjon rundt bruken av videospill for læring. Funnene fra oppgaven viser til at norske lærere er positive til at videospill kan brukes i klasserommet. Lærerne oppgir at det er en tydelig sammenheng mellom videospill og engelskkompetanse, og at videospill for læring kan føre til økt motivasjon hos elever. Selv om Kahoot! er regelmessig brukt i klasserommet, føler mange lærere at de mangler kunnskapen til å bruke kommersielle videospill i deres undervisning. Mye viser til at norske lærere trenger mer opplæring ved bruk av kommersielle videospill i skolen.This thesis seeks to explore Norwegian teachers' views on the use of videogames for English teaching. By using qualitative interviews as the research method, the thesis will answer the following research question: “What views do Norwegian teachers express about the pedagogical applications of videogames within the English classroom?” Three English teachers from three different Norwegian schools were interviewed to answer this research question. To ensure that the findings from the thesis are generalizable, there were no requirement for the selection to have previous knowledge or experience with game-based learning. This may allow the thesis to provide representative and unbiased insight into the attitudes Norwegian teachers express on the use of videogames in the classroom. Videogames have become prominent in teenage culture. Most young people today play videogames regularly, and this has had a clear impact on their English language skills. Since playing a videogame occurs overwhelmingly in the English language, pupils today are exposed to large amounts of implicit language learning. This has led to much discussion around the use of game-based learning. The findings from the thesis suggest that Norwegian teachers display positive attitudes towards game-based learning. The teachers express that there is a clear connection between videogames and English language competence, and that game-based learning may lead to increased motivation among pupils. Although Kahoot! is regularly used in the classroom, many teachers feel that they lack the knowledge on how to use commercial videogames in their lessons. This suggests that Norwegian teachers require more education on game-based learning

    Motivational strategies and approaches for single and multi-player exergames: A social perspective

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    Background: Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology. This is primarily because exergames can make the exercise experience more enjoyable and entertaining, and in turn, can increase exercise levels. Despite the many benefits of exergames, they suffer from retention problems. Thus, the objective of this article was to review theories and game elements that have been empirically examined or employed in an attempt to make exergames more motivating so people engage in sustained physical activity (duration of physical activity) in a repeating pattern over time (frequency of physical activity). Methodology: A literature search and narrative review were conducted. Results: Five major theories and elements were prevalent in the exergaming literature: (1) self-determination theory, (2) gamification, (3) competition and cooperation, (4) situational interest, and (5) social interaction. These theories and elements are important for encouraging long-term play and show promise for designing exergames to promote sustained engagement and motivate physical activity. We discuss their strengths and weaknesses throughout the paper. Conclusions: The long-term effectiveness of exergame interventions is unclear mainly because of the limited amount of long-term studies. Better metrics are also needed to evaluate this effectiveness. We also identified particular attention to social factors and group dynamics, such as multi-player exergames and more effective player matchmaking strategies for increasing social connectedness, as a key area of future research

    An overview of structural characteristics in problematic video game playing

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    Purpose of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. Recent Findings: The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Summary: Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative

    Why do I lose time playing? Game features reported by players as being more satisfying

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    This dissertation had the objetive to relate elements from cognitive psychology with game design. For this purpose, it was discussed some features that constitutes a game, game design in order to create a good playing experience for players, presented persuasion strategies and thus how rewards given to players may keep them interested in the game and influence their behavior. To conclude, a list has been created with elements that were discussed and identified as being relevant in creating a good game experience. Besides, data collected from an online form done with players, with a total of 182 answers, was analysed for the sake of testing some hypotheses and concluding that challenge difficulty, player choices and playing with friends are important features.Este trabalho teve como objetivo tentar encontrar elementos da psicologia cognitiva e os associar com design de jogos. Para isso foi demonstrado o que são jogos, seu game design para criação de uma boa experiência de jogo aos jogadores, demonstração de elementos de persuasão e então como as recompensas fornecidas aos jogadores podem mantê-los interessados no jogo e influenciar seu comportamento. Por fim, foi criada uma tabela com elementos que foram discutidos e identificados como importantes para possibilitar uma boa experiência de jogo. Além disso, dados coletados de um questionário online, realizado com jogadores e obtidas 182 respostas, foram analisados afim de testar algumas hipóteses e concluímos que dificuldade do desafio, escolhas e jogar com amigos são fatores importantes

    Performing Both Sides of the Glass: Videogame Affordances and Live Streaming on Twitch

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    This thesis examines the performative dimensions videogame affordances assume within online, live streaming environments. This approach considers how streamers configure their videogame play in terms of a potential audience, drawing on five semi-structured, in-depth interviews with Australian-based Twitch streamers to analyse how streamers leverage videogame affordances to produce “meaningful moments”. Guiding this thesis is the question of how the player-videogame relationship is maintained, fractured or altered within live-streaming environments such as Twitch
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