Exploring Cultural Differences in Game Reception: JRPGs in Germany and Japan


Brückner Stefan Sato Yukiko Kurabayashi Shuichi Waragai Ikumi
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

In this paper we present the first results of an ongoing research project, focused on examining the European reception of Japanese video games, and comparing it with the reception in Japan. We hope to contribute towards a better understanding of how players’ perception and evaluation of a game are influenced by their cultural background. Applying a grounded theory approach, we conducted a qualitative content analysis of articles from German video game websites, user comments, written in response to these articles, as well as Japanese and German user reviews from the respective Amazon online stores and Steam. Focusing on the reception of three Japanese RPGs, our findings show that considerable differences exist in how various elements of the games are perceived. We also briefly discuss certain lexical differences in the way players write about games, indicating fundamental differences in how Japanese and German players talk (and think) about games.

 

Spectrum: Exploring the Effects of Player Experience on Game Design


Portelli Jean-Luc Khaled Rilla
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Player Experience (PX) concerns how players think and feel when interacting with a game. Although it is intrinsic to all games, few design tools exist that enable designers to approach PX in a directed, intentional manner. Drawing on existing design tools and experience-related theory focused on emotions, we present our tool Spectrum. Spectrum facilitates a PX-directed approach to game design that foregrounds intended player experience. Spectrum can also be used to critically probe people’s conceptions of game experiences. In evaluations of Spectrum with designers, while all were committed to the notion of PX, not everyone was able to translate from emotions into playable scenarios, particularly when those emotions were either visceral in nature or unusual within existing games. In evaluations with players, participants sometimes struggled to fit emotionally-specific language around their game experiences, but also stated that such reflections added post-hoc value to their experiences.

 

Grounded Theory in Games Research: Making the Case and Exploring the Options


Salisbury John Cole Tom
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

Grounded Theory Methodology (GTM) is a powerful way to develop theories in domains where there are obvious opportunities to contribute in the form of carefully developed descriptive or explanatory conceptual theories. Reasonably nascent areas of academia, such as Game Studies, stand to particularly benefit from the development of new theoretical accounts. Yet, despite its proven utility in a wide range of fields and its history of rigorous methodological debate, many researchers are wary of using GTM. Conversely, many claim use of GTM but do not present an understanding of GTM's rich tradition and how this may impact their results and conclusions. This paper seeks to provide an overview of GTM, its main variants, and how they can be effectively used in research. We examine how GTM has been used in the field of games research and argue that GTM rightly be regarded a highly relevant method here.