Differences in Player Experiences of Need Satisfaction Across Four Games


Adinolf Sonam Türkay Selen
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

This paper reports findings from an online survey where we collected qualitative and quantitative data from four different online collectible card game players (N = 1017) on their player experiences of autonomy, competence and sense of community. The goal was to investigate how player experiences may differ across games in the same game genre and to understand which game design features may be attributed to this difference. We found significant differences between player experiences of autonomy and competence need satisfaction across the games, and no differences for sense of community. Findings from qualitative data show that players compare their game experiences with previous experiences of physical card games (Magic the Gathering) as well as narrative worlds (e.g., Elder Scrolls). We provided examples of game mechanics from each game afforded by the digital medium and features that might be associated with these differences. This study highlights the need for careful consideration when making generalized statements about player experiences with a game genre based on studies with a single game.

 

Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising


Herrewijn Laura Poels Karolien
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

This study investigates the relationship that exists between the effectiveness of in-game advertising (IGA) and one specific context characteristic: player experiences during gameplay. Gaming is an active experience where a person is drawn into a virtual world and confronted with numerous emotions and experiences. It is argued that these player experiences might have an impact on how a player processes the game environment, including in-game ads. An experimental design was employed in which participants had to play an online computer game that contained in-game ads. Results show that manipulating player experiences had an effect on IGA effectiveness in terms of brand recognition and brand likeability, supporting the notion that player experiences are important context characteristics that have to be taken into account while studying the effectiveness of in-game advertising.