Video games are anything but a marginalized subject among communication scholars and media psychologists for quite some time now. Nevertheless, a certain lack of empirically valid theoretical conceptualizations that truly respect the unique nature of the medium is still an important issue, even concerning basic concepts such as interactivity. Drawing from a recently introduced multidimensional conceptualization of video game interactivity as continuously required player effort to meet game demands and to exercise in-situ authorial control over the game experience, this dissertation consists of four manuscripts (covering seven individual studies) that aim for empirical evidence for a rather general but extremely vital question: How do player...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Existing studies on video gaming experiences often highlight psychological constructs of gameplay or...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Video games are anything but a marginalized subject among communication scholars and media psycholog...
When communication researchers consider computer games (and video games) as a new form of media ente...
When communication researchers consider computer games (and video games) as a new form of media ente...
Videogames directly involve players as co-creators of on-screen events, and this interactivity is as...
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent r...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
Computer games continue to receive increasing attention in industry and academia as a new kind of me...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent r...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Existing studies on video gaming experiences often highlight psychological constructs of gameplay or...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Video games are anything but a marginalized subject among communication scholars and media psycholog...
When communication researchers consider computer games (and video games) as a new form of media ente...
When communication researchers consider computer games (and video games) as a new form of media ente...
Videogames directly involve players as co-creators of on-screen events, and this interactivity is as...
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent r...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
Computer games continue to receive increasing attention in industry and academia as a new kind of me...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent r...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Existing studies on video gaming experiences often highlight psychological constructs of gameplay or...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...