The edge of glory: the relationship between metacritic scores and player experience

Daniel M. Johnson, C. Watling, J. Gardner, L. Nacke
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引用次数: 26

Abstract

This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.
《荣耀的边缘》:metacritic分数与玩家体验的关系
本研究旨在检验电子游戏研究中使用的玩家体验指标与Metacritic Professional和User评分之间的关系。总共有573名参与者完成了一项在线调查,他们在调查中回答了玩家需求满意度体验(PENS)和游戏体验问卷(GEQ)与他们当前最喜欢的电子游戏的关系。数据间的相关性表明玩家体验结构与Metacritic评分因素之间存在重叠。此外,专业人士和用户分配游戏评级的方式也存在差异。然而,数据也提供了明确的证据,表明Metacritic评分并不能反映玩家体验的全部复杂性,在某些情况下可能会产生误导。
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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