33,765 research outputs found
Measuring The Flow Experience Of Players Playing Online Games
Nowadays, online games have become a highly profitable e-commerce application. Therefore, researchers increasingly believe that understanding online game player behavior is critical to the success of online game practitioners.The factors influencing the flow of online games are of major concern to academic researchers and online games practitioners. Drawing on the theory of flow, this study empirically explores how the interactivity and intrinsic beliefs impact flow experience, and how flow experience is related to replay intention. Then, confirmatory factor analysis is applied to test and the proposed research model is evaluated with partial least squares (SmartPLS 2.0). The results show that flow experience is a significant predictor ofreplay intention. Four antecedents to flow (telepresence, focused attention, skills and challenges) have positive influence on flow experience. Interactivity (social interactivity and human-machine interactivity) and intrinsic beliefs (perceived attractiveness, personal involvement) influence the antecedents of flow experience. Moreover, social interactivity has a stronger impact on the antecedents of flow experience than human-machine interactivity. This study finds that social interactivity is most crucial to online game success
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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
Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation methods for inclusion into the upcoming Recommendation. The aim is to start a discussion amongst experts on potential evaluation methods and their limitations, before finalizing a Recommendation. Such a recommendation might in the end be applied by non -expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation
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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)
Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses
Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters
Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames
The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings
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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
Gameplay experience in a gaze interaction game
Assessing gameplay experience for gaze interaction games is a challenging
task. For this study, a gaze interaction Half-Life 2 game modification was
created that allowed eye tracking control. The mod was deployed during an
experiment at Dreamhack 2007, where participants had to play with gaze
navigation and afterwards rate their gameplay experience. The results show low
tension and negative affects scores on the gameplay experience questionnaire as
well as high positive challenge, immersion and flow ratings. The correlation
between spatial presence and immersion for gaze interaction was high and yields
further investigation. It is concluded that gameplay experience can be
correctly assessed with the methodology presented in this paper.Comment: pages 49-54, The 5th Conference on Communication by Gaze Interaction
- COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN:
978-87-643-0475-
- …