Play-testing of digital games is a crucial part of any game development process, used to gather feedback about the game and correct any existing and potential flaws with the design. However, due to the nature of human subject testing, the feedback being collected in such experiments is prone to biases. Players' expectations play a great role in dictating their gaming experience, which means the information players receive before trying a new game, as well as the knowledge they already possess, may affect their perception and experience of the game. Two studies were conducted in order to evaluate how priming players to expect a game technology can positively influence their experience. The results supported the hypothesis that even basic ins...
Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with...
The aim of the article is to contribute to the research on the effectiveness of in-game advertising ...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
Play-testing of digital games is a crucial part of any game development process, used to gather feed...
Digital games with adaptive technologies offer more tailored experiences to their players, as gamepl...
Power-ups are a type of game reward that allow the player tocustomise their experience by altering g...
Increasingly, digital games are including adaptive features that adjust the level of difficulty to m...
Increasingly, digital games are including adaptive features that adjust the level of diculty to matc...
New types of control devices for videogames have emerged and expanded the demographics of the game p...
Digital games are a complex interactive medium providing a multitude of different experiences. The f...
This paper describes a study that examines the impact that procedurally generated content has on the...
Good gaming experiences hinge on players being able to have a balance between challenge and skill. H...
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and pl...
Previous research has shown that player involvement can be influenced by a range of factors, from th...
Previous research has shown that player involvement can be influenced by a range of factors, from th...
Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with...
The aim of the article is to contribute to the research on the effectiveness of in-game advertising ...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...
Play-testing of digital games is a crucial part of any game development process, used to gather feed...
Digital games with adaptive technologies offer more tailored experiences to their players, as gamepl...
Power-ups are a type of game reward that allow the player tocustomise their experience by altering g...
Increasingly, digital games are including adaptive features that adjust the level of difficulty to m...
Increasingly, digital games are including adaptive features that adjust the level of diculty to matc...
New types of control devices for videogames have emerged and expanded the demographics of the game p...
Digital games are a complex interactive medium providing a multitude of different experiences. The f...
This paper describes a study that examines the impact that procedurally generated content has on the...
Good gaming experiences hinge on players being able to have a balance between challenge and skill. H...
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and pl...
Previous research has shown that player involvement can be influenced by a range of factors, from th...
Previous research has shown that player involvement can be influenced by a range of factors, from th...
Virtual environments are synthetic 3D worlds typically viewed from a first-person point of view with...
The aim of the article is to contribute to the research on the effectiveness of in-game advertising ...
In this paper, we describe the challenge of adequately characterizing and measuring experiences asso...