I chose this article based on my own experiences with frustration from dying repeatedly in video games. It did come as a bit of a surprise that repeated player-death was not a main focus of the study, although I found some interesting insights from reading the paper. I would consider using this article as a reference in my own studies of gamer frustrations, particularly since I would like to draw attention to the theories of transient relief and challenge feedback.
Hoogen, Wouter van den; Poels, Karolien; IJsselsteijn, Wijnand; Kort, de, Yvonne. Between Challenge and Defeat: Repeated Player-Death and Game Enjoyment. Media Psychology. Oct 2012, Vol. 15, No. 4: 443-459
This study is a replication and extension of a 2008 study by Ravaja et. al. that examines the effect of character death on player game experiences. Unintuitively, Ravaja’s study found that players actually show positive emotions (especially smiling) during character death events; however, players also retroactively self-reported that they viewed death events negatively, which seems to conflict with the act of smiling. Ravaja did not explain why this is the case, so this study attempts to determine the reasoning behind why players choose to smile during events they perceive as negative.
Play is a term employed in psychology and ethology to describe a range of voluntary, intrinsically motivated activities normally associated with recreational pleasure and enjoyment. Children, adults and animals engage in the act of play, an activity of engaging in mental or physical stimulation on an individual basis or in a group. In my opinion, play could also represent a medium to entertain one another in a group or individually, through physical or mental activities or interactions.
Pavlas, D., Jentsch, F., Salas, E., Fiore, S. M., & Sims, V. (2012). The Play Experience Scale: Development and Validation of a Measure of Play. Human Factors: The Journal of the Human Factors and Ergonomics Society, 54(2), 214–225. doi:10.1177/0018720811434513
According to the authors, the absence of a scale that measures play experience may be the reason that play experience remains empirically under-examined. In this paper, the authors present two key contributions: Continue reading
In the interest of getting some experience in blogging about a paper, I decided to choose the paper on People, Places and Play, with the main aim of formulating my thoughts regarding the hypothesis, synthesis and methodology/process of validation of the hypothesis and measurement techniques used by the authors. This paper closely relates to my area of interest which being; the socio-spatial dynamics between people, systems and the environment of use of the systems.
De Kort, Y.A.W., and Ijsselsteijn, W. A. 2008. People, places, and play: a research framework for digital game experience in a socio-spatial context. ACM Comput. Entertain, 6, 2, Article 18 (July 2008), 11 pages. DOI = 10.1145/1371216.1371221
The authors present the importance of digital games in creating engaging social interactions and discuss the relevance of co-players, audience and player engagement in defining player experience. The paper focuses on the psychological experience of social interactions while playing a game. The paper presents the condition that while flow and immersion is a trance-like focused state during gameplay, the presence of other people in a situated play could be a conflicting situation affecting player enjoyment. The paper discusses the presence of a co-player towards the experience of gameplay from the point of engagement, arousal and emotions. In co-located play, game characteristics, social affordances of the game interface and characteristics of player environment influences playability. The paper infers that the presence of others; social presences during gameplay becomes an extension of the game itself, influencing game play and game experience.