Recent studies have indicated that playing games against other people is more fun and more exciting than playing alone. The current study aims to further explore the influence of social setting on player experience in digital games; in particular, it sets out to test the level of social presence of the co-player as a determinant of player experience. Dependent variables include a comprehensive self-report measure of player experience (the GEQ) and state aggression. The first results demonstrate significant differences in playing against a computer, a mediated other, or a co-located other on player experience in terms of positive affect, competence, tension and hostility
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more ...
Casual games distinguish themselves from other digital games in their easy access, simple rules, min...
This empirical study explores the role of co-players in players’ motivations and experiences of gami...
Recent studies have indicated that playing games against other people is more fun and more exciting ...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
This article presents an empirical study of social setting as a determinant of player involvement in...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
This thesis aimed to further research in the field of video games by examining player experience (PX...
Digital games increasingly allow for social interaction between players. In addition to the multipla...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more ...
Casual games distinguish themselves from other digital games in their easy access, simple rules, min...
This empirical study explores the role of co-players in players’ motivations and experiences of gami...
Recent studies have indicated that playing games against other people is more fun and more exciting ...
Abstract. Although the social relevance of digital gaming has been discussed and investigated in cul...
Although the social relevance of digital gaming has been discussed and investigated in cultural and ...
This article presents an empirical study of social setting as a determinant of player involvement in...
Psychophysiological methodology has been successfully applied to investigate media responses, includ...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal...
This thesis aimed to further research in the field of video games by examining player experience (PX...
Digital games increasingly allow for social interaction between players. In addition to the multipla...
Video game play is becoming an increasingly social experience, yet we have little understanding of h...
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more ...
Casual games distinguish themselves from other digital games in their easy access, simple rules, min...
This empirical study explores the role of co-players in players’ motivations and experiences of gami...