206 research outputs found

    Effectance and control as determinants of video game enjoyment

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    This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc

    Playing in or out of character: User role differences in the experience of Interactive Storytelling

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    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subject design involved 34 participants playing the cinematic IS drama "Emo Emma

    Making sense of entertainment

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    This contribution explores the relationship of emotion and cognition in entertainment experience. Drawing on the reflective model of aesthetic experience (Cupchik, 1995) and the concept of appreciation (Oliver & Bartsch, 2010), we propose a multi-level view of affective processing that includes simple affect schemata as well as more elaborate forms of sociomoral reasoning that build on this basic layer of emotional meaning. To better understand how affective factors can stimulate or impede cognitive elaboration processes, we review research on motivated cognition that has dealt with the influence of arousal, valence, and personal relevance on cognitive depth. The role of affect in defensive information processing (i.e., the motivated neglect or denial of information) is also considered. Specifically, we discuss how research on motivated cognition can help explain thought-provoking entertainment experiences, and the potential of such experiences to stimulate self-reflection and personal growth

    Violent video games and morality: a meta-ethical approach

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    This paper considers what it is about violent video games that leads one reasonably minded person to declare "That is immoral" while another denies it. Three interpretations of video game content a re discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances – like "x is immoral" – is important to an understanding of why there is a lack of moral consensus when it comes to the content of violent video games. Constructive ecumenical expressivism is presented as a means of explaining what it is that we are doing when we make moral pronouncements and why, when it comes to video game content, differing moral attitudes abound. Constructive ecumenical expressivism is also presented as a means of illuminating what would be required for moral consensus to be achieved

    Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning

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    Background: Using digital games for educational purposes has been associated with higher levels of motivation among learners of different educational levels. However, the underlying psychological factors involved in digital game based learning (DGBL) have been rarely analyzed considering self-determination theory (SDT, Ryan \& Deci, 2000b); the relation of SDT with the flow experience (Csikszentmihalyi, 1990) has neither been evaluated in the context of DGBL

    Tourists as Mobile Gamers: Gamification for Tourism Marketing

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    Gaming as a cutting-edge concept has recently been used by some innovative tourism sectors as a marketing tool and as a method of deeper engagement with visitors. This research aims to explore the gamification trend and its potential for experience development and tourism marketing. Using a focus group, this paper discusses gaming and tourism, and explores what drives tourists to play games. The results suggest tourists’ game playing motivation is multidimensional. Players tend to start with purposive information seeking, then move on to an intrinsic stimulation. Socialization is also an important dimension. The research demonstrates several implications for tourism marketing
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