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Peak-End Effects on Player Experience in Casual Games

Carl Gutwin, Christianne Rooke, Andy Cockburn, Regan L. Mandryk, Benjamin Lafreniere
2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16  
We examine how aspects of game player experience are influenced by peak-end manipulations to the sequence of events in games that are otherwise objectively identical.  ...  A first experiment examines players' retrospective assessments of two games (a pattern matching game based on Bejeweled and a point-and-click reaction game) when the sequence of difficulty is manipulated  ...  game -by the peak and end experiences in Study 1, and by the end experience in Study 2.  ... 
doi:10.1145/2858036.2858419 dblp:conf/chi/GutwinRCML16 fatcat:63rp5rwdgfgppjopg5dj7dxilu

Placing a value on aesthetics in online casual games

Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Zoran Popović
2011 Proceedings of the 2011 annual conference on Human factors in computing systems - CHI '11  
We found that music and sound effects had little or no effect on player retention in either game, while animations caused users to play more.  ...  Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains unclear.  ...  This work was supported by an NSF Graduate Fellowship, NSF grant IIS0811902, DARPA grant FA8750-11-2-0102, the University of Washington Center for Game Science, Adobe, Intel, and Microsoft.  ... 
doi:10.1145/1978942.1979131 dblp:conf/chi/AndersenLSSP11 fatcat:kjtjh4jbonhslijupaj2qkfoam

World of Warcraft Stats System: Evolution and Casualization [chapter]

Adrián Domínguez, Daniel Vallés-Blanco, Luis de-Marcos, Juan Aguado-Delgado, Sergio Caro-Alvaro
2019 Game Design and Intelligent Interaction [Working Title]  
Some players feel that the game has evolved to appeal to more casual audiences.  ...  Study results could be interesting for game designers and game researchers as an example of the long-term evolution of one of the most important computer games in history.  ...  As in fact, elemental resistances were not being used in recent expansions of end-game content, the change has little impact on gameplay.  ... 
doi:10.5772/intechopen.90533 fatcat:pza2ae5i4nhfpgwi7zvlig5dd4

Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity

Michael Helfried Schiller, Gunter Wallner, Christopher Schinnerl, Alexander Monte Calvo, Johanna Pirker, Rafet Sifa, Anders Drachen
2018 IEEE Transactions on Games  
Archetypal analysis is used to classify groups into archetypes and a correlation analysis is presented covering the effect of group characteristics on in-game-activity.  ...  Understanding how social connections form in and around games and their relationship to in-game activity offers insights for building and maintaining player bases and for improving engagement and retention  ...  In terms of activity over time we witnessed lower activity on weekends than on weekdays with activity peaking on Tuesday evenings, irrespective of casual or serious groups.  ... 
doi:10.1109/tg.2018.2858024 fatcat:ds3cayritzf6xb5zn35pigsm7e

Computing Games: Bridging The Gap Between Search and Entertainment

Anggina Primanita, Mohd Nor Akmal Khalid, Hiroyuki Iida
2021 IEEE Access  
The expert player game ended while they are in the peak of p (balanced game-playing experience).  ...  Meanwhile, a casual player starts their game in a similar position with a rookie player but later reaches the peak of the game's potential energy and momentum.  ...  He received his Ph.D. on heuristic theories of game tree search in 1994 from the Tokyo University of Agriculture and Technology, Tokyo.  ... 
doi:10.1109/access.2021.3079356 fatcat:gitthugluvhghgl5fqin22v4lu

On Quitting: Performance and Practice in Online Game Play [article]

Tushar Agarwal, Keith A. Burghardt, Kristina Lerman
2017 arXiv   pre-print
More interestingly, players are more likely to end their session after an especially large improvement, leading to a peak score in their very last game of a session.  ...  We study the relationship between performance and practice by analyzing the activity of many players of a casual online game.  ...  Acknowledgments This work was supported in part by NSF (#SMA-1360058), ARO (#W911NF-15-1-0142), and the USC Viterbi-India and ISI summer internship programs.  ... 
arXiv:1703.04696v1 fatcat:cwdczlqfdvakdiozfaoeh4dze4

Using Challenges to Enhance a Learning Game for Pronunciation Training of English as a Second Language

Cristian Tejedor-Garcia, David Escudero-Mancebo, Valentin Cardenoso-Payo, Cesar Gonzalez-Ferreras
2020 IEEE Access  
This study describes a novel learning game for foreign pronunciation training in which players can challenge each other.  ...  This game took place in a competitive scenario in which students had to challenge other participants in order to get high scores and climb up a leaderboard.  ...  We also would like to thank Enrique Cámara-Arenas, Valle Flores-Lucas and Mario Corrales-Astorgano for their contributions to the work presented in this manuscript.  ... 
doi:10.1109/access.2020.2988406 fatcat:72z3umhjjfa4jmlqsb253nnquy

The Role of Onlookers in Arcade Gaming: Frame Analysis of Public Behaviours

Holin Lin, Chuen-Tsai Sun
2011 Convergence. The International Journal of Research into New Media Technologies  
According to our observations, the nature of gaming scenarios is largely determined by the relative skill levels of players and onlookers, with participants playing their roles in relation to the currently  ...  Normally considered invisible participants in video game arcades, their multiple and fluid roles are key to establishing interactional frames in public gaming spaces.  ...  In arguing that social presence by itself is insufficient for explaining the effects of social context in gaming, Jakobs et al. (1997) considered the effects of social characteristics (e.g. co-experience  ... 
doi:10.1177/1354856510397111 fatcat:sxlc3u3k3jgddhlnwc72bfw2qi

From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games

Kumiko Saito
2021 Arts  
Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies.  ...  model of mediation and interaction in the contemporary era.  ...  While reading a novel is modeled as a chronologically linear experience with a beginning and an end, nearly all romance games, equipped with multiple endings and parallel scenarios, are designed on the  ... 
doi:10.3390/arts10030042 fatcat:k45hv5mgnbgfjfr5kg6bwelsia

The Appeal of MOBA Games

April Tyack, Peta Wyeth, Daniel Johnson
2016 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16  
Online multiplayer games are often rich sources of complex social interactions. In this paper, we focus on the unique player experiences (PX) created by Multiplayer Online Battle Arena (MOBA) games.  ...  We examine key phases of players' engagement with the genre and investigate why players start, stay, and stop playing MOBAs.  ...  While individual games differ in terms of characters chosen, player performance, and so on, the end goal and how to achieve it remain the same.  ... 
doi:10.1145/2967934.2968098 fatcat:2igojylbevajhldvylehe4oofq

Power explorer

Anton Gustafsson, Magnus Bång, Mattias Svahn
2009 Proceedings of the International Conference on Advances in Computer Enterntainment Technology - ACE '09  
The hypothesis is that a more casual game play and a richer learning interaction enabled by building the game on a real time sensor system could stimulate more lasting effects.  ...  One such is the use of pervasive games connected to the players own energy consumption. Earlier work has confirmed this to be a highly effective approach.  ...  This supports the notion that, in order to achieve long term effects, a casual game play, with small investments by players and fast and frequent rewards in terms of feedback is preferable compared to  ... 
doi:10.1145/1690388.1690419 dblp:conf/ACMace/GustafssonBS09 fatcat:rq4a7yge35gnhbwid544mystgy

Synesthesia: A Study on Immersive Features of Electronic Games

Arthur Silva Bastos, Renata Faria Gomes, Clemilson Costa dos Santos, José Gilvan Rodrigues Maia
2018 Journal of Interactive Systems  
We then developed a potentially immersive game prototype based on these features.  ...  So, we first analyzed game titles the audience, the critics and developers themselves consider immersive in order to enumerate potentially immersive features found in these games.  ...  ACKNOWLEDGEMENTS We are immensely grateful to every single person that donated his and her time to take part in the experiments.  ... 
doi:10.5753/jis.2018.700 fatcat:enme3jkguzbd7ghs7bfbj3q6cy

"Alone together?"

Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Robert J. Moore
2006 Proceedings of the SIGCHI conference on Human Factors in computing systems - CHI '06  
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences.  ...  In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft.  ...  This is how WoW can be more than a single-player game and yet less of an intense social experience as one may have expected.  ... 
doi:10.1145/1124772.1124834 dblp:conf/chi/DucheneautYNM06 fatcat:kwykm6jfhzdilevucswmpbxyre

Exploring the relationship between video game expertise and fluid intelligence

Athanasios V. Kokkinakis, Peter I. Cowling, Anders Drachen, Alex R. Wade, Alex Mesoudi
2017 PLoS ONE  
Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs).  ...  Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition?  ...  We are extremely grateful to both Riot Games and Valve for giving us access to their Age/MMR datasets. We would also like to thank Dr. Wallner, University of Applied Arts Vienna; Dr.  ... 
doi:10.1371/journal.pone.0186621 pmid:29141019 pmcid:PMC5687598 fatcat:oalolmn4pjgs5d37fmrgpcuo7a

Special Acknowledgements

1986 Forestry Chronicle  
Cooperation among terminals is advocated here in contrast to the existing communication method, where the base station communicates with dedicated communication links to the end terminals.  ...  Imagine the kind of ad hoc multiplayer games where people suddenly enter each other's games simply because they're in range.  ...  Acknowledgements The following people were invaluable in the many forms of contributions to this report.  ... 
doi:10.5558/tfc62299-4 fatcat:klk6pzomnrdrvachjneyvb6cku
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