Effects of advertisements and questionnaire interruptions on the player experience

C. Santos, Niels Cornelis Martinus Felicius van Gaans, Vassilis-Javed Khan, P. Markopoulos
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引用次数: 2

Abstract

New online stores and digital distribution methods have led to the development of alternative monetization models for video-games, such as free-to-play games with advertisements. Although there are many games using such models, until now the effect on the player experience from such interruptions has not been studied. In this controlled experiment, we requested that participants (N=236) play one of three different versions of a platformer game with: 1) no interruptions, 2) 30-second video advertisements, and 3) a multiple-choice questionnaire. We then evaluated the effects on the player experience. The study shows differences in their experiences, namely in: competence, immersion, annoyance, affects, and the reliability of the questionnaire answers. The contribution of this work is to identify which player experience variables are affected by interruptions, which can be valuable for selecting the business model and guiding the game design process.
广告和问卷调查中断对玩家体验的影响
新的在线商店和数字发行方式催生了电子游戏的另类盈利模式,例如带有广告的免费游戏。尽管有许多游戏使用了这样的模型,但到目前为止,还没有人研究过这种中断对玩家体验的影响。在这个对照实验中,我们要求参与者(N=236)玩三种不同版本的平台游戏之一:1)没有中断,2)30秒视频广告,3)多项选择问卷。然后我们评估了对玩家体验的影响。研究显示了他们在经历上的差异,即:能力、沉浸感、烦恼、影响和问卷答案的可靠性。这项工作的贡献在于确定哪些玩家体验变量会受到中断的影响,这对于选择商业模式和指导游戏设计过程非常有价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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