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Player experience

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Video games

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[edit]

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[edit]

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[edit]

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[edit]

  1. "The Player Experience". University XP. Retrieved 2021-06-04.
  2. 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.
  3. 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. 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. 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. 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
  7. 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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