Abstract
AbstractIn this article we examine the relationship between usability, hedonic attributes and general appeal of two types of video games, first-person shooters, and massively multi-player online role playing games. Through the use of a successful example of a game from each genre, we examine the perceptions of both inexperienced and experienced players of each game, and draw conclusions on comparisons. We find that playing experience only affects usability and appeal perceptions, while type of game played not only affects usability and appeal, but also hedonic perceptions as well. We also find that the perception of appeal by players of a video game in the context of this study can be predicted from a linear combination of the same players’ perceptions of hedonic attributes and usability. We translate these findings into suggestions for game designers and developers.
Highlights
Clarke and Duimering [1] suggest that video game players’ perceptions are not a well-studied phenomenon, but one worth investigating
Two-way MANOVA To assess the whether players with and without experience in the game played have different Pragmatic Quality (PQ), Hedonic Identification (HI), Hedonic Stimulation (HS), and General Appeal (GA) scores, a two-way MANOVA was performed
The main effect for playing experience was statistically significant, Wilks’ Λ = .951, F (4, 194) = 2.524, p = .042, multivariate η2 = .049. This indicates that the linear composite of PQ, HI, HS, and GA differs for the two player categories
Summary
Clarke and Duimering [1] suggest that video game players’ perceptions are not a well-studied phenomenon, but one worth investigating. We add that by comparing populations of experienced players with populations of inexperienced players of a game, we may understand phenomena that may be directly related to game design issues, such as how new players are attracted to a game, and how experienced players decide to continue playing it This examination and comparison may lead us to understand how players perceive video games as pleasurable consumer products. They found that hedonic and usability characteristics contributed evenly to the perceived attractiveness of the serious game They agree with Jordan’s [2] position as far usability is at least a factor to be considered for pleasurable use
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