scholarly journals Effects of advertisements and questionnaire interruptions on the player experience

Author(s):  
Carlos Pereira Santos ◽  
Niels Cornelis Martinus Felicius van Gaans ◽  
Vassilis-Javed Khan ◽  
Panos Markopoulos
Keyword(s):  
Author(s):  
Casper Harteveld ◽  
Nithesh Javvaji ◽  
Tiago Machado ◽  
Yevgeniya V. Zastavker ◽  
Victoria Bennett ◽  
...  
Keyword(s):  

2019 ◽  
Vol 4 (1) ◽  
pp. 100-113
Author(s):  
Imanaji Hari Sayekti

Internet of Thing (IoT) dalam revolusi industri ke-4 berdampak pada kehidupan sehari-hari baik terkait produk teknologi yang dihasilkan maupun perilaku para pengguana dalam menyikapi perubahan. Lekatnya keterikatan mereka dengan smartphone merupakan bukti ketergantungan mereka terhadap teknologi saat ini. Dari fenomena inilah muncul sebuah ide untuk menggabungkan antara game dan pembelajaran, sehingga mahasiswa dapat termotivasi untuk belajar tanpa merasa terbebani. Inilah gamifikasi yang dapat menjadi salah satu solusi untuk mentransformasikan pembelajaran. Dari masalah tersebut dibuatlah penelitian untuk mengembagkan sebuah aplikasi pembelajaran bernama AMIK PGRI Kebumen Quiz yang mengimplementasikan fitur-fitur gamifikasi. Secara teknis aplikasi dikembangkan dengan metode pengembangan prototype namun secara desain pengalaman aplikasi berpedoman pada model pengembangan player experience design process.  Proses ini memungkinkan setiap versi dari aplikasi dapat ditinjau dengan pengguna untuk menghasilkan persyaratan dalam pembuatan versi berikutnya. Proses ini diulang sampai semua fungsionalitas selesai dikembangkan. Setiap siklus pengembangan memberikan pengguna kesempatan untuk memberikan umpan balik, memperbaiki persyaratan, dan kemajuan. Hasil dari pengujian didapatkan semua fungsionalitas yang terdapat di aplikasi prototype satu telah diperbaiki dan pada prototype ke-2 telah berjalan dengan baik serta bisa diterima oleh keseluruhan pengguna meskipun dengan sedikit perbaikan lagi yang akan dilakukan pada siklus pengembangan selanjutnya.


Author(s):  
Ioannis Doumanis ◽  
Serengul Smith

Mobile Guides are mobile applications that provide players with local and location-based services (LBS), such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards) alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs) that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3]), there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification of mobile guide applications using ECAs are presented. Results show that an ECA can positively affect the quality of the player’s experience, but it did not elicit better player retention of cultural narratives and navigation of routes.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-19
Author(s):  
Julia A. Bopp ◽  
Jan B. Vornhagen ◽  
Elisa D. Mekler

Videogames receive increasing acclaim as a medium capable of artistic expression, emotional resonance, and even transformative potential. Yet while discussions concerning the status of games as art have a long history in games research, little is known about the player experience (PX) of games as art, their emotional characteristics, and what impact they may have on players. Drawing from Empirical Aesthetics, we surveyed 174 people about whether they had an art experience with videogames and what emotions they experienced. Our findings showcase the prominence of epistemic emotions for videogame art experiences, beyond the negative and mixed emotional responses previously examined, as well as the range of personal impacts such experiences may have. These findings are consistent with art experience phenomena characteristic of other art forms. Moreover, we discuss how our study relates to prior research on emotions and reflection in PX, the importance of games' representational qualities in art experiences, and identify lines of further inquiry. All data, study materials, and analyses are available at https://osf.io/ryvt6/.


2017 ◽  
Vol 25 ◽  
Author(s):  
Lauren B. Collister

Players of the massively multiplayer online role-playing game World of Warcraft (WoW) are accustomed to a transformative culture that appropriates off-line events and personas into virtual-world representations inside of the game. Following this culture, players have transformed an off-line event—the Race for the Cure, to benefit breast cancer charities—into an online event called the Running of the Gnomes with parameters and participation properties appropriate for the virtual world. This transformative event is a disruptive form of civil disobedience including elements of hacktivism. Though the event conforms to the game's culture and rules, the mass collective action of the Running of the Gnomes disrupts the player experience by flooding the game's chat boxes with messages about an off-line concern (breast cancer) and also disrupts the game itself by crashing the server through the sheer volume of player participation. This disruption is embraced as an integral part of the event and is one of the primary causes for the event's success as a fundraising activity.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-26
Author(s):  
April Tyack ◽  
Peta Wyeth

Games and play research at CHI employs psychological theory to investigate the ways that varied qualities of people, videogames, and play contexts contribute to nuances in player experience (PX). Play is often characterised as self-endorsed and freely chosen behaviour, and self-determination theory (SDT) proposes that this autonomous quality contributes to wellbeing restoration. However, prior research has produced only inconsistent support for this claim. In this study, 148 participants experienced an autonomy-satisfying or -frustrating puzzle before playing Spore, a videogame likely to satisfy autonomy. Need-frustrated participants showed comparatively greater improvement in autonomy, vitality, and intrinsic motivation when playing Spore, and in-game autonomy satisfaction was shown to index post-play wellbeing outcomes. However, further results were mixed, and only competence frustration was found to predict ill-being outcomes. These findings are contextualised by post-study interviews that investigate the ways that autonomy, wellbeing, and motivation emerge in and through play in daily life.


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