Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
Abstract: An experiment was conducted to examine individuals’ perceptions of their recall of enjoyable and meaningful video games, as well as the game characteristics and dimensions of need-satisfaction associated with experiences of enjoyment and appreciation. Participants (N = 512) were randomly assigned to one of two groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment of the game was equally high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Enjoyment of games was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation of games was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness.
Citation: Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M-Y.(2013, June). Video Games as Meaningful Entertainment Experiences. Poster presented at the Annual Meeting of the International Communication Association, London.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
Abstract: An experiment was conducted to examine individuals’ perceptions of their recall of enjoyable and meaningful video games, as well as the game characteristics and dimensions of need-satisfaction associated with experiences of enjoyment and appreciation. Participants (N = 512) were randomly assigned to one of two groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment of the game was equally high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Enjoyment of games was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation of games was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness.
Citation: Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M-Y.(2013, June). Video Games as Meaningful Entertainment Experiences. Poster presented at the Annual Meeting of the International Communication Association, London.
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