43,234 research outputs found

    The role of cognitive and affective challenge in entertainment experience

    Get PDF
    Recent approaches in entertainment research highlight the distinction between hedonic (pleasure-seeking) and eudaimonic (truth-seeking) entertainment experiences. However, insights into the underlying processes that give rise to these different types of entertainment experiences are still scarce. This study examines the assumption that individuals’ entertainment experience varies by the level of cognitive and affective challenge posed by the media content. We tested this assumption in a 2 × 2 experiment in which we examined the effects of cognitive and affective challenge on individuals’ entertainment experience (fun, suspense, and appreciation). Cognitive and affective challenges resulted in stronger appreciation of the movie, affective challenges resulted in heightened suspense, whereas the absence of both cognitive and affective challenges fostered the experience of fun. These results further the theoretical understanding of hedonic and eudaimonic entertainment in that they support the idea that fun is linked to recreation, whereas appreciation is linked to cognitive challenge and personal growth

    'I play, therefore I learn?' Measuring the Evolution of Perceived Learning and Game Experience in the Design Flow of a Serious Game

    Get PDF
    This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high school students in its subsequent design stages. We first focus on the multifaceted construct of game experience and how it is related to serious games. To measure game experience we use the Game Experience Questionnaire and add a perceived learning scale to account for the specificity of serious games in a classroom. Next, the data obtained from testing PING in 22 classrooms are analyzed. Results suggest that the evolution in the different design stages of the game is not just an issue of game experience, but also of usability. Furthermore, little evidence is found indicating that the learning experience changed positively during the different test phases. However, findings show a strong effect of the game experience on perceived learning while the game experience also varies significantly between different classrooms

    Going back to its roots: can hospitableness provide hotels competitive advantage over the sharing economy?

    Full text link
    While the customer experience is at the heart of the hospitality industry, experience-related research remains underrepresented. This gap is critical, particularly given the emerging threat of the sharing economy to the hotel industry along experiential factors. Using data from a survey of 630 customers who stayed at a hotel or an Airbnb, the authors use structural equation modeling to compare two models with alternative conceptualizations of the dynamics of experiential consumption in the accommodations industry. Building on the concept of the experiencescape from the branding and hospitality and tourism literatures, the model enhances Pine and Gilmore’s (1998) original experience economy construct by demonstrating the critical role of the dimension of hospitableness in facilitating favorable experiential and brand-related outcomes, particularly in the context of the hotel experience. The findings have important implications for the hotel industry’s strategic experience design initiatives and emphasize the need to use hospitableness in order to create a competitive advantage in a rapidly changing environment.Accepted manuscrip

    Effects of Personality, Cognitive Ability, and Fit on Job Search and Separation Among Employed Managers

    Get PDF
    The present study attempted to provide a constructive replication and extension of a study on managerial job search completed by Bretz, Boudreau, and Judge (1994). Beyond examining the same variables as Bretz et al. (1994), the effects of personality, cognitive ability, challenge and hindrance related job stress, and fit on job search and turnover also were examined. Data were collected from a 1995 survey of employed U.S. managers and a 1996 follow-up survey of respondents. Results based on a sample of 1,886 managers generally replicated the Bretz et al. results. Furthermore, hindrance related stress, cognitive ability, extraversion, openness to experience, and agreeableness were associated with search and/or separation

    Affective games:a multimodal classification system

    Get PDF
    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

    Get PDF
    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

    Understanding Engagement within the Context of a Safety Critical Game

    Get PDF
    One of the most frequent arguments for deploying serious games is that they provide an engaging format for student learning. However, engagement is often equated with enjoyment, which may not be the most relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, the term ‘serious’ does not only relate to the non-entertainment purpose of the game but also the environment simulated by the game. In addition, a lack of engagement in a safety critical training setting can have serious ethical implications, leading to significant real-world impacts. However, evaluations of safety-critical games (SCGs) rarely provide an in-depth consideration of player experience. Thus, in relation to simulation game-based training, we are left without a clear understanding of what sort of experience players are having, what factors influence their engagement and how their engagement relates to learning. In order to address these issues, this paper reports on the mixed-method evaluation of a SCG that was developed to support police training. The findings indicate that engagement is supported by the experience situational relevance, due to the player’s experience of real-world authenticity, targeted feedback mechanisms and learning challenges

    On what we experience when we hear people speak

    Get PDF
    According to perceptualism, fluent comprehension of speech is a perceptual achievement, in as much as it is akin to such high-level perceptual states as the perception of objects as cups or trees, or of people as happy or sad. According to liberalism, grasp of meaning is partially constitutive of the phenomenology of fluent comprehension. I here defend an influential line of argument for liberal perceptualism, resting on phenomenal contrasts in our comprehension of speech, due to Susanna Siegel and Tim Bayne, against objections from Casey O'Callaghan and Indrek Reiland. I concentrate on the contrast between the putative immediacy of meaning-assignment in fluent comprehension, as compared with other, less ordinary, perhaps translation-based ways of getting at the meaning of speech. I argue this putative immediacy is difficult to capture on a non-perceptual view (whether liberal or non-liberal), and that the immediacy in question has much in common with that which applies in other, less controversial cases of high-level perception
    • …
    corecore