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Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

Ryan Rogers, Julia Woolley, Brett Sherrick, Nicholas David Bowman, Mary Beth Oliver
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.  ...  The current study attempted to extend this perspective to video games, and build on existing quantitative data by presenting a qualitative analysis of video gamers' open-ended responses to questions about  ... 
doi:10.1007/s40869-016-0029-9 fatcat:fjxba5jp5ffahi7fnbivueboze

User-experience in design and use: enhancing the experience of media content with programmable surround lighting

Paul van Schaik, Matthew Unwin, David Eves, Melissa Lara, Alfred Mensah
2017 Quality and User Experience  
Building on existing work in user-experience and Kurosu's framework for user-experience design and evaluation, we developed a method for testing people's experience of video content with added programmable  ...  We employed simple video content to evoke a response of positive or negative affect.  ...  In contrast to Mary's prototype of fear, stands an emotional episode of Mary's fear in response to seeing a particular spider in her virtual food cupboard when playing a life simulation video game.  ... 
doi:10.1007/s41233-017-0013-6 fatcat:3cp5cuujmfhodlrkekqkyyfa3u

Evaluating Game-Playing Activities of a MOBA Game with Gameplay Experience Instruments

Maizatul Hayati Mohamad Yatim
2021 Turkish Journal of Computer and Mathematics Education  
Data collection through observations was performed by video recording gamers' activities during the games and by checking them against a checklist of play experiences.  ...  This article reports the findings of a study that aimed to evaluate gamers' experiences in playing MOBA and DOTA2 games using gameplayexperience instruments.  ...  Surely, the analysis of the components of gameplay experience canhelp games researchers to continue keeping track and producing suitable models, guidelines, or frameworks within the field of Games User  ... 
doi:10.17762/turcomat.v12i3.838 fatcat:eqdtzbo3jzewdofdw7lwpmr2ta

Evaluating Player Experience in Cycling Exergames

Mohamad Hoda, Rana Alattas, Abdulmotaleb El Saddik
2013 2013 IEEE International Symposium on Multimedia  
This is a serious risk, as user acceptance is very sensitive to user experience problems, and fun and encouragement are considered the most important aspects of the player experience.  ...  The video game caused most of the participants to experience a high heart rate during the gaming process.  ...  Purpose of the Study: The purpose of the study is to evaluate the player experience in pervasive games by conducting an experimental evaluation analyzing to which extent such games encourage physical activity  ... 
doi:10.1109/ism.2013.81 dblp:conf/ism/HodaAE13 fatcat:ovobkzw2wndbbdqgt6vu5p5tdy

Translating preschoolers' game experiences into design guidelines via a laddering study

Véronique Celis, Jelle Husson, Vero Vanden Abeele, Leen Loyez, Lieven Van den Audenaeren, Pol Ghesquière, Ann Goeleven, Jan Wouters, Luc Geurts
2013 Proceedings of the 12th International Conference on Interaction Design and Children - IDC '13  
The results of this study provide a set of meaningful and useful guidelines for future game designers, directed at this young target group.  ...  In this paper, we present a User Experience (UX) Laddering study to unveil the gameplay preferences of preschoolers, relying on five-year olds (n=25) as active research participants.  ...  Quantitative Data Analysis After finishing the qualitative data analysis, a quantitative analysis was performed.  ... 
doi:10.1145/2485760.2485772 dblp:conf/acmidc/CelisHALAGGWG13 fatcat:5yjgfgdo5zgbpdlheb7kuhtbge

Forecasting the Experience of Future Entertainment Technology: "Interactive Storytelling" and Media Enjoyment

C. Klimmt, C. Roth, I. Vermeulen, P. Vorderer, F. S. Roth
2012 Games and Culture : A Journal of Interactive Media  
for a forecast model of the entertainment experience of future IS systems.  ...  Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate.  ...  Declaration of Conflicting Interests The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.  ... 
doi:10.1177/1555412012451123 fatcat:nbfvl5ztkfanlju7bjftwb2oea

Attitudes towards user experience (UX) measurement

Effie Lai-Chong Law, Paul van Schaik, Virpi Roto
2014 International Journal of Human-Computer Studies  
User Experience (UX), as a recently established research area, is still haunted by the challenges of defining the scope of UX in general and operationalising experiential qualities in particular.  ...  Mutual recognition of the value of objective measures and subjective accounts of user experience can enhance the maturity of this area.  ...  This is somewhat surprising because game experiences of which fun is an integral part have been one of the hot topics in UX research where different attempts to measure fun have been undertaken (e.g.  ... 
doi:10.1016/j.ijhcs.2013.09.006 fatcat:yhfc5vqozzgopkp7emgsw2gmuu

Evaluating User Experience for Interactive Television: Towards the Development of a Domain-Specific User Experience Questionnaire [chapter]

Regina Bernhaupt, Michael Pirker
2013 Lecture Notes in Computer Science  
specific domains: the validation of the questionnaire shows that identification is not a central dimension of user experience when interacting with interactive TV.  ...  This paper presents a questionnaire-based approach to evaluate the user experience (UX) while interacting with interactive Television (iTV) systems.  ...  In the area of games, Jääskö and Mattelmäki [27] defined product novelty as one of the qualities of user experience.  ... 
doi:10.1007/978-3-642-40480-1_45 fatcat:6n5c65i7ejcfnaudcm53o2mzg4

Emotional Gratification in Entertainment Experience. Why Viewers of Movies and Television Series Find it Rewarding to Experience Emotions

Anne Bartsch
2012 Media Psychology  
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  ...  Bartsch, A. (2012) . Emotional gratification in entertainment experience: Why viewers of movies and television series find it rewarding to experience emotions. Media Psychology, 15(3), 267-302.  ...  Qualitative data analysis proceeded through three stages.  ... 
doi:10.1080/15213269.2012.693811 fatcat:6vvt3okumnegdc62gb5g75b444

Taking space literally: reconceptualizing the effects of stereoscopic representation on user experience

Benny Liebold, Daniel Pietschmann, Georg Valtin, Peter Ohler
2013 G|A|M|E The Italian Journal of Game Studies  
Recently, cinemas, home theater systems and game consoles have undergone a rapid evolution towards stereoscopic representation with recipients gradually becoming accustomed to these changes.  ...  Stereoscopy techniques in most media present two offset images separately to the left and right eye of the viewer (usually with the help of glasses separating both images) resulting in the perception of  ...  The role of presence in the experience of electronic games. In P. Vorderer, & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 225–240).  ... 
doaj:71ee0bbdac2d4f51b8d93ce3b2c78bc5 fatcat:vzwteetakbdslfcun3e6gq7m6e

User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents

Julie Dalgaard Guldager, Satayesh Lavasani Kjær, Patricia Lyk, Timo Dietrich, Sharyn Rundle-Thiele, Gunver Majgaard, Christiane Stock
2020 International Journal of Environmental Research and Public Health  
Quantitative findings indicated that gameplay experiences of the VR simulation were positive, and all User Experience Questionnaire (UEQ) items were answered positively.  ...  A secondary objective was to understand gameplay experiences.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/ijerph17196945 pmid:32977501 pmcid:PMC7579059 fatcat:gqqsgircxbclhkd7pnfqb746cm

First Time User Experiences in mobile games: An evaluation of usability

Lawrence Barnett, Carlo Harvey, Christos Gatzidis
2018 Entertainment Computing  
The focus of this article is around a framework for evaluating the usability of First Time User Experiences (FTUEs).  ...  The delicacy of the user experience and heavy competition it can be argued render usability more important in games than it is in other software.  ...  First of all, on satisfaction; enjoyment and fun can be seen as the primary and sole motivation for an individual to engage in a computer/video game.  ... 
doi:10.1016/j.entcom.2018.04.004 fatcat:gyt5ucwhnvfnhj2z4y6houi3wi

The Role of Cognitive and Affective Challenge in Entertainment Experience

Anne Bartsch, Tilo Hartmann
2016 Communication Research  
the experience of fun.  ...  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).  ...  The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.  ... 
doi:10.1177/0093650214565921 fatcat:xeum2yernja3dj3icverla3tfe

Auggie: Encouraging Effortful Communication through Handcrafted Digital Experiences [article]

Lei Zhang, Tianying Chen, Olivia Seow, Tim Chong, Sven Kratz, Yu Jiang Tham, Andrés Monroy-Hernández, Rajan Vaish, Fannie Liu
2022 arXiv   pre-print
Our qualitative findings show that Auggie participants engaged in meaningful effort through the handcrafting process, and felt closer to their partners, although the tool may not be appropriate in all  ...  On the other hand, effort in relationships can forge emotional bonds by conveying a sense of caring and is essential in building and maintaining relationships.  ...  For the qualitative analysis of the interview data, we took a grounded theory approach [55] .  ... 
arXiv:2207.07771v1 fatcat:gxl76r42m5bwbnbalui5yeoeoa

Sharing experiences through awareness systems in the home

Panos Markopoulos, Wijnand IJsselsteijn, Claire Huijnen, Boris de Ruyter
2005 Interacting with computers  
The experiment has provided concrete quantitative and qualitative evidence for the hypothesized benefits of supporting primary relationships through awareness systems and of the relevance of social presence  ...  In the experiment peripheral awareness aimed to support groups of friends to jointly watch a soccer match at remote locations.  ...  The video analysis was not done in a structured way with prescript categories.  ... 
doi:10.1016/j.intcom.2005.03.004 fatcat:ywn5vh77t5b63puipsximuppja
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