Fundamental Components of the Gameplay Experience: Analysing Immersion


Ermi Laura Mäyrä Frans
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper presents a gameplay experience model, assesses its potential as a tool for research and presents some directions for future work. The presented model was born from observations among game-playing children and their non-player parents, which directed us to have a closer look at the complex nature of gameplay experience. Our research led into a heuristic gameplay experience model that identifies some of the key components and processes that are relevant in the experience of gameplay, with a particular focus on immersion. The model includes three components: sensory, challenge-based and imaginative immersion (SCI-model). The classification was assessed with self-evaluation questionnaires filled in by informants who played different popular games. It was found that the gameplay experiences related to these games did indeed differ as expected in terms of the identified three immersion components.

 

Power and control of games: children as the actors of game cultures


Ermi Laura Mäyrä Frans
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

The primary aim of this paper is to look into the game related practices and significances of games. This perspective is applied to examining the pleasures derived from different games and to analyse the different strategies developed by children and their families to situate and control game playing. Research was conducted among 10–12-year-old children in Finland during spring and summer 2003. Sample of 284 survey questionnaires filled out by children and their parents provides an overview on the subject and the basis for 15 thematic interviews. It is hard to point towards any single element in games as the most powerfully engaging one, but the imaginary worlds provided by games seem to have an important role in offering children possibilities for experiencing things otherwise impossible. In terms of control, there does not seem to be any severe conflicts or serious troubles currently surrounding games in homes.