8,810
Views
10
CrossRef citations to date
0
Altmetric
Research Article

Being enjoyably challenged is the key to an enjoyable gaming experience: an experimental approach in a first-person shooter game

Article: 1474668 | Received 31 Oct 2017, Accepted 02 May 2018, Published online: 15 May 2018

References

  • Csíkszentmihályi M. Flow: the psychology of optimal experience. New York: Harper and Row; 1990.
  • Orero JO, Levillain F, Damez-Fontaine M, et al. Assessing gameplay emotions from physiological signals: A fuzzy decision trees based model. International conference on kansei engineering and emotion research; 2010 March. pp. 1–10.
  • Abuhamdeh S, Csikszentmihalyi M. The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities. Personality Soc Psychol Bull. 2012;38(3):317–330.
  • Ryan RM, Rigby CS, Przybylski A. The motivational pull of video games: A self-determination theory approach. Motiv Emot. 2006;30:347–363.
  • Lucas K, Sherry JL. Sex differences in video game play: A communication-based explanation. Communic Res. 2004;31(5):499–523.
  • Chou C, Tsai MJ, Chou C, et al. Gender differences in Taiwan high school students’ computer game playing. Comput Human Behav. 2007;23:812–824.
  • Yee N. Motivations for playing online games. Cyberpsychol Behav. 2006;9(6):772–775.
  • Hsu CL, Lu HP, Hsu CL, et al. Why do people play on-line games? An extended TAM with social influences and flow experience. Inf Manag. 2004;41:853–868.
  • Fang X, Chan S, Brzezinski J, et al. Development of an instrument to measure enjoyment of computer game play. Intl J Human - Comput Interact. 2010;26(9):868–886.
  • Lin A, Gregor S, Ewing M Understanding the nature of online emotional experiences: a study of enjoyment as a web experience. In Proc. ICEC 2009; ACM; 2009. pp. 259–268.
  • Klimmt C, Rizzo A, Vorderer P, et al. Experimental evidence for suspense as determinant of video game enjoyment. Cyberpsychol Behav. 2009a;12(1):29–31.
  • Klimmt C, Hartman T, Frey A. Effectance and control as determinants of video game enjoyment. Cyberpsychol Behav. 2007;10(6):845–847.
  • Klimmt C, Schmid H, Orthmann J. Exploring the enjoyment of playing browser games. Cyberpsychol Behav. 2009b;12(2):231–234.
  • Mekler ED, Bopp JA, Tuch AN, et al. A systematic review of quantitative studies on the enjoyment of digital entertainment games. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems; ACM; 2014 April. pp. 927–936.
  • Vorderer P, Klimmt C, Ritterfield U. Enjoyment: at the heart of media entertainment. Commun Theory. 2004;14(4):388–408.
  • Sweetser P, Wyeth P. GameFlow: A model for evaluating player enjoyment in games. Comput Entertain. 2005;3(3):1–24.
  • Jin SAA. Toward integrative models of flow: effects of performance, skill, challenge, playfulness, and presence on flow in video games. J Broadcast Electron Media. 2012;56(2):169–186.
  • Nacke LE, Grimshaw MN, Lindley CA. More than a feeling: measurement of sonic user experience and psychophysiology in a first person shooter game. Interact Comput. 2009;22:336–342.
  • Jennett C, Cox AL, Cairns P, et al. Measuring and defining the experience of immersion in games. Int J Hum Comput Stud. 2008;66(9):641–661.
  • Brockmyer JH, Fox CM, Curtiss KA, et al. The development of the game engagement questionnaire: A measure of engagement in video game-playing. J Exp Soc Psychol. 2009;45:624–634.
  • Boyle EA, Connolly TM, Hainey T, et al. Engagement in digital entertainment games: A systematic review. Comput Human Behav. 2011;28(3):771–780.
  • Jegers K. Pervasive game flow: understanding player enjoyment in pervasive gaming. Comput Entertain. 2007;5(1):61–69.
  • Cox A, Cairns P, Shah P, et al. Not doing but thinking: the role of challenge in the gaming experience. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems; ACM; 2012. pp. 79–88.
  • IJsselsteijn W, Van Den Hoogen W, Klimmt C, et al. Measuring the experience of digital game enjoyment. Proceedings of Measuring Behavior; Wageningen, Netherlands: Noldus Information Tecnology; 2008. pp. 88–89.
  • Levillain F, Orero JO, Rifqi M, et al. Characterizing player’s experience from physiological signals using fuzzy decision trees. In Computational Intelligence and Games (CIG). IEEE Symposium. 2010; 75–82.
  • Nacke L, Lindley CA Flow and immersion in first-person shooters: measuring the player’s gameplay experience. Proc. Future Play 2008; ACM; 2008. pp. 81–88.
  • Trepte S, Reinecke L. The pleasures of success: game-relatedefficacy experiences as a mediator between player performance and game enjoyment. Cyberpsychol Behav Soc Netw. 2011;14(9):555–557.
  • Ellis GD, Voelkl JE, Morris C, et al. Measurement and analysis issues with explanation of variance in daily experience using the flow model. J Leisure Res. 1994;26(4):337–356.
  • Nakamura J, Csikszentmihalyi M. The concept of flow. In: Nakamura J, Csikszentmihalyi M, editors. Flow and the foundations of positive psychology. Netherlands: Springer; 2014. p. 239–263.
  • Orero JO Modélisation de systèmes émotionnels à partir de signaux physiologiques et application dans la conception de jeux vidéo [Doctoral dissertation]. Paris 6; 2011.