International audienceApplied to video games, Csikszentmihalyi's work on flow evidences that a positive gaming experience is intrinsically self-rewarding and primarily determined by the skill/challenge balance. A multi-layered measure of enjoyment is built to take these components into account. Gamers were asked to report the concentration-enjoyment they experienced during a first-person shooter game, and to better assess the gap between skill and challenge, the challenge enjoyment was also rated. Along with concentration level, concentration enjoyment is used to build a gaming experience typology that accounts for the self-rewarding component. An enjoyment-based challenge mapping is also drawn up, crossing challenge enjoyment and challenge...
The increasingly social nature of gaming suggests the importance of understanding its associated exp...
This study tested a model of enjoyment of video games focused on three important predictors; interac...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
The study examines the relationship of challenge-skill balance and the player experience through eva...
Researchers have identified different components of game fun in the past, but the objective of this ...
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experien...
Enjoyment is consistently noted as important for engaging audiences in games for health. However, as...
Contains fulltext : 157256.pdf (publisher's version ) (Open Access)Enjoyment is co...
abstract: Many psychology-rooted studies into the games industry seek to identify emotions players e...
Attaining players has long been a focus of mobile gaming research, however, post-adoption behavior s...
Designing serious games that engage lots of players is still a challenge, especially for domains tha...
Highlights • Existing research has often focussed on single reward types in videogames • The current...
Designing and evaluating gameplay experience comes to life after measures for player experience have...
The gaming industry and the concept of gamification have altered the way many developers and users a...
The increasingly social nature of gaming suggests the importance of understanding its associated exp...
This study tested a model of enjoyment of video games focused on three important predictors; interac...
The game industry is growing faster than the movie industry and the market of digital games grosses ...
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
The study examines the relationship of challenge-skill balance and the player experience through eva...
Researchers have identified different components of game fun in the past, but the objective of this ...
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experien...
Enjoyment is consistently noted as important for engaging audiences in games for health. However, as...
Contains fulltext : 157256.pdf (publisher's version ) (Open Access)Enjoyment is co...
abstract: Many psychology-rooted studies into the games industry seek to identify emotions players e...
Attaining players has long been a focus of mobile gaming research, however, post-adoption behavior s...
Designing serious games that engage lots of players is still a challenge, especially for domains tha...
Highlights • Existing research has often focussed on single reward types in videogames • The current...
Designing and evaluating gameplay experience comes to life after measures for player experience have...
The gaming industry and the concept of gamification have altered the way many developers and users a...
The increasingly social nature of gaming suggests the importance of understanding its associated exp...
This study tested a model of enjoyment of video games focused on three important predictors; interac...
The game industry is growing faster than the movie industry and the market of digital games grosses ...