218 research outputs found
Exploring replay value: Shifts and continuities in user experiences between first and second exposure to an interactive story
While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama "Façade" was conducted (n=50) to examine shifts and continuities in entertainment-related user experiences between first and second exposure to the same system. A questionnaire with brief scales measuring various user-experience dimensions (interaction-related facets such as usability, flow, and presence, as well as narrative-related facets such as suspense and curiosity) was administered after the first and the second round of exposure. Findings suggest that replay produces gains in action-related experience components such as presence and effectance, whereas narrative-related experiences such as curiosity and suspense remain stable across exposures. Implications for theorizing on interactive entertainment experiences are discussed. © 2012, Mary Ann Liebert, Inc
The Role of Structural Characteristics in Video-Game Play Motivation: A Q-Methodology Study
Permanently online—always stressed out? The effects of permanent connectedness on stress experiences
Appreciation of entertainment
The purpose of this article is to examine the experience of appreciation to media entertainment as a unique audience response that can be differentiated from enjoyment. To those ends, the first section provides a conceptualization of appreciation in which we outline how we are using the term and how it is distinct from questions of emotional valence. The second section discusses the types of entertainment portrayals and depictions that we believe are most likely to elicit feelings of appreciation. Here, we suggest that appreciation is most evident for meaningful portrayals that focus on human virtue and that inspire audiences to contemplate questions concerning life’s purpose. In the final section we consider the affective and cognitive components of appreciation, arguing that mixed-affective responses (rather than bi-polar conceptualizations of affective valence) better capture the experience of appreciation and its accompanying feelings states such as inspiration, awe, and tenderness
The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations?
The present studies investigated why video racing games increase players’ risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure,sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in selfperceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety
Challenging the other: exploring the role of opponent gender in digital game competition for female players
The present study investigated the effect of opponent gender on the game experience of female players. Concretely, it looked into skill perception and player emotions of women in same-gender and cross-gender game competition. We set up a 2 (male vs. female opponent) x 2 (low vs. high competitive women) x 2 (lost vs. won game) experimental design in which women were instructed to play against a proclaimed male and female competitor. Unknowingly, participants played against an AI, however, which was configured to produce a winning and a losing condition for each opponent by manipulating difficulty. Results indicated that opponent gender only had an effect on perceived stress, which was higher with male opponents. Moreover, players evaluated their own gaming skills as lower when they thought they were playing against men and the skills of presumed male opponents as higher. Importantly our results also showed that the above described pattern for self-perceived skills and perceived opponent skills was modulated by trait competitiveness with a larger effect size for low competitive women. Overall, this study illustrates that gender dynamics affect the play experience of women in cross-gender gaming competition. Implications and suggestions for future research are discussed
Emotional gratification in entertainment experience
This article presents four studies designed to assess different types of gratifications that can be associated with the experience of emotions in movie and television audiences. Exploratory and confirmatory factor analyses of a pool of statements derived from qualitative interviews revealed three factors that reflect rewarding feelings: 1) fun, 2) thrill, and 3) empathic sadness, and four factors that reflect the role of emotional media experiences within the broader context of individuals' social and cognitive needs: 4) contemplative emotional experiences, 5) emotional engagement with characters, 6) social sharing of emotions, and 7) vicarious release of emotions. Validation analyses showed that the scales developed to assess these factors are predicted by the experience of emotions and meta-emotions and served in turn to predict different aspects of positive content evaluation. Results are discussed with regard to theoretical issues including entertainment audiences' voluntary exposure to unpleasant feelings, and the role of entertainment in psychosocial need satisfaction and eudaimonic wellbeing
The IRIS Network of Excellence:: Integrating Research in Interactive Storytelling
Abstract. Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment. European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a unique opportunity to strengthen its position even further by structuring collaboration between some of its main actors. IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to progress the understanding of fundamental aspects of Interactive Storytelling and the development of corresponding technologies
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