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User Experience in Digital Games

Author

Listed:
  • Jari Takatalo
  • Jukka Häkkinen
  • Jyrki Kaistinen
  • Göte Nyman

Abstract

Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and study the psychology of UX in games. The objective of this study is to show how UX differs when the first-person shooter HALO is played in a laboratory and at home. To disclose this difference, a psychologically valid and multidimensional measurement framework is introduced. UX is profiled according to the level of the sense of presence, involvement, and flow in a between-subjects design. Statistically, the structure of the framework is grounded on a large and heterogeneous gamer data set ( N = 2,182). The results showed that the profile of the sense of presence in the laboratory included higher levels of attention and arousal as compared with that of the natural environment. This finding was independent of any of the measured background variables. Other differences between the two situations were more related to the participants’ background. For example, gamers at home were more involved in the game and they felt a higher level of competence. No strong emotional differences between the two situations were found. The authors discuss the complex UX terminology and implications of the framework for implementation of learning games.

Suggested Citation

  • Jari Takatalo & Jukka Häkkinen & Jyrki Kaistinen & Göte Nyman, 2011. "User Experience in Digital Games," Simulation & Gaming, , vol. 42(5), pages 656-673, October.
  • Handle: RePEc:sae:simgam:v:42:y:2011:i:5:p:656-673
    DOI: 10.1177/1046878110378353
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    References listed on IDEAS

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    1. Rosemary Garris & Robert Ahlers & James E. Driskell, 2002. "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, , vol. 33(4), pages 441-467, December.
    2. Zaichkowsky, Judith Lynne, 1985. "Measuring the Involvement Construct," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 12(3), pages 341-352, December.
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