Abstract

The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.

Highlights

  • Games predate from ages where humans have come together to socialize and articulate fun into their environments (Kumar & Weger, 2013)

  • Games have been known to enhance motor and cognitive skills as players train and develop their abilities through trial and error (Desurvire, Caplan, & Toth, 2004; Desurvire & Wiberg, 2010; Hodent, 2017). It evolved to allow much more control from players and to give back much more than just pure observational real-world inquiries (Desurvire & Wiberg, 2010; Hodent, 2017; Kumar & Herger, 2013). This entertainment medium is heavily sustained by businesses such as SONY, Microsoft, and Nintendo, having developed video gaming consoles in the previous decades with worldwide selling surpassing millions of units (Sirani, 2019), clarifying the ultimate impact these devices have in delivering gaming experiences

  • When thinking of triple A games like Destiny 2, Overwatch and Fortnite, we clearly see the developers' effort to reflect the real world within the virtual world. These games have as main pillar activities both player versus environment (PvE) and player versus player (PvP), established by online matches where players connect through the internet to cooperate or compete

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Summary

Introduction

Games predate from ages where humans have come together to socialize and articulate fun into their environments (Kumar & Weger, 2013). It evolved to allow much more control from players and to give back much more than just pure observational real-world inquiries (Desurvire & Wiberg, 2010; Hodent, 2017; Kumar & Herger, 2013). This entertainment medium is heavily sustained by businesses such as SONY, Microsoft, and Nintendo, having developed video gaming consoles in the previous decades with worldwide selling surpassing millions of units (Sirani, 2019), clarifying the ultimate impact these devices have in delivering gaming experiences

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