Player experience
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Player experience can be defined as a sum of elements that the player will see and undergo when playing a video game; these include, but are not limited to, the player's level of enjoyment, engagement, motivation, and their use of the game mechanics.[1] Others define it as "an ensemble made up of the playerʼs sensations, thoughts, feelings, actions, and meaning-making in a gameplay setting."[2] It is related to playability.
Overview
Game developers seek to create an ideal player experience to maximise profits, raise the player base, prevent player frustration, and increase the quality of games in the industry.[3] Video games encompass a variety of genres and platforms, including mobile phones and desktop computers; therefore, creating an ideal player experience requires developers to know and understand the audience they are designing the game for.
Positive Player Experience
An ideal positive player experience optimises the elements under the definition. For example, in a first-person shooter, developers try to keep the player engaged by having unique level designs, creating a diverse roster of enemies for the player to fight, giving the player multiple weapons to use, and giving the player new challenges to overcome.[4] In Super Mario Bros. players had high levels of enjoyment when collecting coins, kicking Koopa shells, jumping on enemies, and progressing through the level.[5] Obstacles of varying difficulty are typically presented in a game, and a noticeably difficult level can be enjoyable for some players.[4] An immersive or visually and emotionally stimulating level in a game also has a positive effect on players.[6]
Negative Player Experience
A negative player experience may occur when a player has unfavourable thoughts or feelings about the game. A boring level may not be enjoyable, engaging, or motivating for a player. For example, a mostly linear level with low enemy variety could evoke a negative feeling in a player.[6] Super Mario Bros. players were also annoyed when they lost a life to an obstacle that was relatively easy compared to those that would appear later in the level or later in the game.[5] Players found "instant death", or dying in one hit, conditions to be the most frustrating when compared to health.[7]
References
- ↑ "The Player Experience". University XP. Retrieved 2021-06-04.
- ↑ González-Sánchez, José & Padilla-Zea, Natalia & Vela, Francisco Luis. (2009). Playability: How to Identify the Player Experience in a Video Game. 356-359. 10.1007/978-3-642-03655-2_39.
- ↑ Bostan, Barbaros (2020-04-06). Game User Experience And Player-Centered Design. Springer Nature. ISBN 978-3-030-37643-7. Search this book on
- ↑ 4.0 4.1 Nacke, Lennart E., and Craig A. Lindley. "Affective ludology, flow and immersion in a first-person shooter: Measurement of player experience." arXiv preprint arXiv:1004.0248 (2010).
- ↑ 5.0 5.1 Pedersen, Chris & Togelius, Julian & Yannakakis, Georgios. (2009). Modelling player experience in Super Mario Bros. CIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games. 132 - 139. 10.1109/CIG.2009.5286482.
- ↑ 6.0 6.1 Craig, Nacke, Lennart Lindley (2008). Boredom, Immersion, Flow : A pilot study investigating player experience. Amsterdam : IADIS Press. OCLC 1137523060. Search this book on
- ↑ Taylor-Giles, Leanne (2020), "Player-Centred Design in Role-Playing Game Branching Dialogue Systems", Game User Experience And Player-Centered Design, International Series on Computer Entertainment and Media Technology, Cham: Springer International Publishing, pp. 295–325, doi:10.1007/978-3-030-37643-7_13, ISBN 978-3-030-37642-0, retrieved 2021-06-07
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