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The Digital Library is published by the Digital Games Research Association - DiGRA. Free for educational and research use; commercial use or redistribution restricted and only by permission.

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People, Places, and Play: A research framework for digital game experience in a socio-spatial context

de Kort Yvonne A. W., IJsselsteijn Wijnand A., Gajadhar Brian J.
September 2007 Situated Play
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Electronic games frequently give rise to engaging and meaningful social interactions, both over the internet and in the real and tangible world of the gamer. This is the focus of the present paper, which explores digital gaming as a situated experience, shaped by socio-spatial contingencies. In particular we discuss how co-players, audience, and their spatial organization shape play and player experience. We present a framework describing social processes underlying situated social play experience and how these are shaped by the game’s socio-spatial context. The core of this framework describes various 'sociality characteristics', and discusses these both in terms of co-located and mediated social game settings.

Keywords: game experience, social context effects, situated play, theory

Age Differences in Associations with Digital Gaming

Nap Henk Herman, IJsselsteijn Wijnand A., Kort Yvonne A.W. de
September 2009 Breaking New Ground: Innovation in Games, Play, Practice and Theory
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Seniors are an underrepresented group as digital gamers, but also as a focus of study in digital gaming research. We know relatively little about senior gamers, in particular about their needs and motivations to engage in digital gaming. The current explorative study used a free association technique to gather seniors’ perceptions, experiences, and domain knowledge about digital gaming. For reasons of comparison, young adults were also included in the study to allow us to identify associations that are unique to the senior population. From the study new and interesting insights were gathered about seniors’ digital gaming knowledge, which appears to be more limited and less up-to-date than the knowledge of young adults. In addition, seniors seem to hold serious concerns about the negative effects of the digital gaming activity on gamers. These factors could create a barrier for seniors to engage in digital gaming. The findings presented in this paper provide potential directions for game design and marketing to overcome seniors’ obstacles to gaming.

Keywords: seniors, elderly, digital gaming, associations, knowledge

Effects of Sensory Immersion on Behavioural Indicators of Player Experience: Movement Synchrony and Controller Pressure

Hoogen Wouter M. van den, IJsselsteijn Wijnand A., Kort Yvonne A.W. de
September 2009 Breaking New Ground: Innovation in Games, Play, Practice and Theory
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In this paper we investigate the relation between immersion in a game and the player’s intensity of physical behaviours, in order to explore whether these behaviours can be reliably used as indicators of player experience. Immersion in the game was manipulated by means of screen size (20" vs 42" screen), and sound pressure level (60dBA vs 80 dBA), according to a 2 x 2 design. The effects of these manipulations on self-reported experience (including arousal and presence) and behavioural intensity (controller tilt and button pressure) were measured. Results showed that sound pressure level in particular strongly influenced both the self-reported measures of people's affective reactions and feelings of presence and the force people applied to the interface device. Results from controller tilt demonstrated that participants did move along with the dynamics of the game. The measure was, however not sensitive to either of the two manipulations of sensory immersion. In the paper the implications for the use of behavioural indicators of player experience in general and the feeling of presence are discussed.

Keywords: player experience, movement synchrony, interface pressure, behavioural tracking, presence

Playability and Player Experience Research [Panel Abstracts]

Nacke Lennart E., Drachen Anders, Kuikkaniemi Kai, Niesenhaus Joerg, Korhonen Hannu J., Hoogen Wouter M. van den, Poels Karolien, IJsselsteijn Wijnand A. IJsselsteijn, Kort Yvonne A. W. de
September 2009 Breaking New Ground: Innovation in Games, Play, Practice and Theory
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As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.

Keywords: Playability, game experience, user experience, techniques, methodology, experimentation, usability