Boredom, Immersion, Flow - A Pilot Study Investigating Player Experience
L. Nacke, and C. Lindley. IADIS Gaming 2008: Design for Engaging Experience and Social Interaction, page 103--107. IADIS, IADIS Press, (July 2008)
Abstract
Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.
%0 Conference Paper
%1 Nacke2008a
%A Nacke, Lennart
%A Lindley, Craig
%B IADIS Gaming 2008: Design for Engaging Experience and Social Interaction
%D 2008
%E Thij, Eleonore T.
%I IADIS Press
%K boredom design experience flow game gamedesign gameexperience gamemetrics gameplay geq immersion measures playability player quantitative reliability research self-report study usability
%P 103--107
%T Boredom, Immersion, Flow - A Pilot Study Investigating Player Experience
%X Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.
@inproceedings{Nacke2008a,
abstract = {Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.},
added-at = {2009-02-03T11:30:30.000+0100},
author = {Nacke, Lennart and Lindley, Craig},
biburl = {https://www.bibsonomy.org/bibtex/203480454ab7d81a09da365c1242a6c8e/acagamic},
booktitle = {IADIS Gaming 2008: Design for Engaging Experience and Social Interaction},
editor = {Thij, Eleonore T.},
interhash = {e7bfa550c0b976afa85af907a6c30619},
intrahash = {03480454ab7d81a09da365c1242a6c8e},
keywords = {boredom design experience flow game gamedesign gameexperience gamemetrics gameplay geq immersion measures playability player quantitative reliability research self-report study usability},
location = {Amsterdam, The Netherlands},
month = {July},
organization = {IADIS},
pages = {103--107},
publisher = {IADIS Press},
timestamp = {2009-02-03T11:30:53.000+0100},
title = {Boredom, Immersion, Flow - A Pilot Study Investigating Player Experience},
year = 2008
}