Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience

Nicole McMahon, Peta Wyeth, Daniel M. Johnson
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引用次数: 2

Abstract

This paper focuses on examining play activities in people's favourite videogame experience. Through interviews with 30 videogame players we discovered which types of play activities are most appealing. Our research identifies the level of appeal of a wide range of game play activities. We have established that high levels of engagement for many participants is grounded in play as power and play as strategy, with play as fantasy adding to the experience. Through our study we established that conflict-based activities hold strong appeal. We subsequently investigated the context in which players talked about their experience of conflict within game. By using activities as a categorisation of gameplay we have been able to capture the play experience across a range of games and a range of gaming contexts. By examining players' individual experience we begin to understand why conflict in videogames appears to be a popular choice of activities.
参与电子游戏:以活动为中心的玩家体验分析
本文主要研究人们最喜欢的电子游戏体验中的游戏活动。通过对30名电子游戏玩家的采访,我们发现了哪种类型的游戏活动最吸引人。我们的研究确定了各种游戏活动的吸引力水平。我们已经确定,许多参与者的高参与度是基于将游戏作为力量和策略,将游戏作为幻想来增加体验。通过我们的研究,我们确定基于冲突的活动具有很强的吸引力。我们随后调查了玩家谈论他们在游戏中的冲突体验的情境。通过使用活动作为游戏玩法的分类,我们能够在一系列游戏和游戏环境中捕捉到游戏体验。通过研究玩家的个人体验,我们开始理解为什么电子游戏中的冲突似乎是一种受欢迎的活动选择。
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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