66 research outputs found

    Optimizing Player and Viewer Amusement in Suspense Video Games

    Get PDF
    Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat.We reckon that these results can be applied to a broad narrative media, beyond interactive games

    Playing with Aesthetics in Art Museums

    Get PDF
    Playing with Aesthetics in Art Museums presents a strategy for using design thinking to mediate engrossing art experiences for adult museum visitors. Built upon a substantiated family resemblance between art and play experiences, the study synthesizes a typology of aesthetic theories, ten germane tenets of game design, and a psychographic portrait of the archetypal museum visitor to create a practical framework for delivering engrossing art experiences to adult visitors who typically enter museums with limited art historical knowledge. The interdisciplinary approach used is intended to replace the singular methodologies (whether art historical, pedagogical or aesthetic) that have informed museum practice in the United States since the late nineteenth century

    Essays on Customer Engagement Strategies and Tactics in Business and Consumer Markets

    Get PDF
    In the last decade, customer engagement has become a key topic for both practitioners and researchers. Classically, customer engagement deals with customer behavior beyond purchase and thus non-monetary contributions by the customer, such as Word-of-Mouth (WOM), feedback and online reviews, or participation in the innovation process. While previous literature largely focused on the conceptualization of customer engagement itself, only a few studies have investigated how managers can actually stimulate and/or facilitate customer engagement. However, the latter is of high importance since only a few customers are truly engaged and it is often left to the firm to take the initiative to engage the customer. Thus, marketers need to understand how to design and successfully implement customer engagement initiatives. Accordingly, this dissertation investigates customer engagement strategies and tactics. While customer engagement strategy pertains to the overarching plan to leverage customer engagement to achieve the firm’s goals, customer engagement tactics deal with single actions taken by the firm to facilitate customer engagement across the various touchpoints in the customer journey. Specifically, this dissertation includes three essays, each addressing distinct questions with respect to customer engagement over the customer journey. Specifically, the first essay is conceptual in nature and provides an analysis of the strategic relevance of customer engagement in business-to-business (B2B) markets. The second essay explores how industrial firms can leverage service touchpoints as opportunities to engage their B2B customers in the post-purchase phase by employing the field service force for cross- and up-selling. Finally, the third essay investigates how marketers can use executional content cues in their TV advertisings (e.g., informativeness, creativity, or branding) to engage consumers and mitigate zapping behavior. Both empirical studies are based on unique datasets of real-world engagement tactics and related customer behavior obtained from co-operating companies

    Games and Rules

    Get PDF
    Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world

    Games and rules: game mechanics for the "Magic Circle"

    Get PDF
    Why do we play games and why do we play them on computers? The contributors of "Games and Rules" take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a "Magic Circle", whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore

    Critical reflection in a digital media artwork - Playas: homeland mirage

    Get PDF
    The introduction of digital media into the working practice of artists has produced challenges previously unknown to the field of art. This inquiry follows an atypical model of artist-driven research derived from disciplines such as social science and education. Here, an artwork functions as a model that is self-reflective, integrating methodologies in a form that benefits art and science. Using Naturalistic Inquiry, including semi-structured interviews of fifteen participants, the work illustrates a process of creation, analysis and evaluation that places the values of the artist on equal footing with the needs of science. Recently, artists have begun using video game engines as a tool to produce 3D navigable spaces. Using the hybrid video game/installation Playas: Homeland Mirage as a case study, this research examines the impact of technology on the artwork and identifies a number of key issues related to the function of critical reflection in this environment. Rules-of-play were a fundamental pre-requisite to the stimulation of critically reflective experience. The human interface with software and hardware was also a primary factor in reflective experience. Based on participant evaluation and observation, the interface was altered in response to its effect on critical reflection, illustrating how choices in this area impact aesthetic experience. Those with experience in visual art were more likely to engage the work in a critically reflective manner than seasoned video game players who tended to be more interested in scoring and winning. These findings and others inform our understanding of the stimulation of critical reflection in immersive environments and show how we can sensitively integrate technology with meaningful evaluative methods. By repurposing a video game in this manner, we learn about the nature of the video game and the nature of art. This research enables artists to gain a better understanding of the medium to more fully integrate technology within a meaningful practice. Conversely, other fields will benefit from a better understanding of the stimulation of meaning in immersive spaces and gain a comprehensive view of a work that strives to contribute to our culture on a deeper level than as simple entertainment. Ultimately, more fully understanding critical reflection in virtual environments will enable us to create enriched experiences that transcend space to create “real” or “virtual” place

    Semiotic machines : software in discourse

    Get PDF
    Includes abstract.Includes bibliographical references (p. 245-259).This study develops new theoretical and methodological approaches to the study of software as a medium of communication. This study analyses voting software, educational software, search engines, and combat and narrative in digital games. In each case it investigates how proprietary software affords discourse, and suggests a way of characterising users’ experience of this discourse. These affordances constitute the rules of communication, or ‘rules of speaking’, ‘rules of seeing’, and ‘writing-rights’ which proprietary software makes available to users, situating them within specific power-relations in the process
    • 

    corecore