Engaging in videogame play: An activity-centric analysis of the player experience

McMahon, Nicole, Wyeth, Peta, & Johnson, Daniel (2015) Engaging in videogame play: An activity-centric analysis of the player experience. In OzCHI '15 Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, ACM, Melbourne, Australia, pp. 101-108.

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This paper focuses on examining play activities in people's favourite videogame experience. Through interviews with 30 videogame players we discovered which types of play activities are most appealing. Our research identifies the level of appeal of a wide range of game play activities. We have established that high levels of engagement for many participants is grounded in play as power and play as strategy, with play as fantasy adding to the experience. Through our study we established that conflict-based activities hold strong appeal. We subsequently investigated the context in which players talked about their experience of conflict within game. By using activities as a categorisation of gameplay we have been able to capture the play experience across a range of games and a range of gaming contexts. By examining players' individual experience we begin to understand why conflict in videogames appears to be a popular choice of activities.

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ID Code: 92125
Item Type: Conference Paper
Refereed: Yes
Additional URLs:
Keywords: Videogames; Conflict; Activities; Player Experience, Gameplay
DOI: 10.1145/2838739.2838781
ISBN: 9781450336734
Subjects: Australian and New Zealand Standard Research Classification > STUDIES IN CREATIVE ARTS AND WRITING (190000) > FILM TELEVISION AND DIGITAL MEDIA (190200) > Computer Gaming and Animation (190202)
Divisions: Current > Schools > School of Electrical Engineering & Computer Science
Current > QUT Faculties and Divisions > Science & Engineering Faculty
Copyright Owner: Copyright 2015 ACM
Deposited On: 21 Jan 2016 05:15
Last Modified: 23 Jan 2016 05:10

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