“I’m the leader and I’m going to save the world”: Characterizing Empowering and Disempowering Game Experiences

Q1 Social Sciences
Jan B. Vornhagen, Dan Bennett, Dooley Murphy, Elisa D. Mekler
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引用次数: 0

Abstract

Empowering people through technology is a core concern of HCI, yet little is known about how players experience empowerment or disempowerment through videogames. We surveyed 250 participants about their dis-/empowering videogame experiences, investigating why they felt dis-/empowered, and how these experiences related to core player experience constructs including emotion and basic needs satisfaction. While empowering experiences were often positive, and disempowering experiences often negative, we found meaningful exceptions to this, and a surprising complexity in player accounts. We capture this diversity in seven themes. These range from ”heroic victories” which follow long periods of failure, to positive experiences of disempowerment, which were appreciated for their narrative meaning. By articulating these complex experiences, and relating them to quantitative measures we provide a foundation for understanding of the role of dis-/empowerment in player experience, and highlight avenues for future work. Data and analyses are available at https://osf.io/zhtu8/
“我是领导者,我将拯救世界”:描述授权和削弱授权的游戏体验
通过技术赋予人们权力是HCI的核心关注点,但玩家如何通过电子游戏体验赋予或剥夺权力却鲜为人知。我们调查了250名参与者的电子游戏体验,调查他们为什么会感到被剥夺/被赋予权力,以及这些体验与核心玩家体验结构(包括情感和基本需求满足)之间的关系。虽然授权体验通常是积极的,而不授权体验通常是消极的,但我们发现了有意义的例外,以及玩家账户中令人惊讶的复杂性。我们在七个主题中捕捉到这种多样性。从长期失败后的“英雄般的胜利”,到被剥夺权力的积极经历,这些都因其叙事意义而受到赞赏。通过阐明这些复杂的体验,并将其与定量测量相关联,我们为理解非授权/授权在玩家体验中的作用奠定了基础,并为未来的工作指明了方向。数据和分析可在https://osf.io/zhtu8/上获得
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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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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