2012
DOI: 10.1007/978-3-642-33687-4_22
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Experience in Serious Games: Between Positive and Serious Experience

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Cited by 26 publications
(34 citation statements)
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“…A call for "serious experience" in serious games provides one example of this need [41]. Similar calls have been made for the design of everyday objects [18] and persuasive health messages [48].…”
Section: Discussionmentioning
confidence: 94%
See 1 more Smart Citation
“…A call for "serious experience" in serious games provides one example of this need [41]. Similar calls have been made for the design of everyday objects [18] and persuasive health messages [48].…”
Section: Discussionmentioning
confidence: 94%
“…More emotional than software and more interactive than films, games manipulate player affect to create poignant experiences" [38, p. 156]. This need for emotional depth also applies to the interrelated notions of a serious game [41], which is a full-fledged game designed for non-entertainment purposes [70], and gamification, which is defined as "the incorporation of game design elements into a target system while retaining the target system's instrumental functions" [40, p. 4]. Gamification seeks to enhance software and services through a "gameful" experience [28], in which some combination of conditions results in the subject perceiving that she or he is playing a game, whether or not the activity is normally associated with games [44].…”
Section: "The Importance Of Emotion To the Variety Of Human Experiencmentioning
confidence: 99%
“…Emotionally challenging and uncomfortable game play experiences have been largely neglected, as they are seemingly at odds with the field's focus on fun and positive affect [4,17]. We argue that the positively-biased perspective on desirable emotions in games misses out on opportunities that the interplay between positive and negative emotions offers.…”
Section: Introductionmentioning
confidence: 93%
“…People play games for the experience [13,15], and one of the aims of player experience research is to understand what constitutes and contributes to positive gaming experiences [17]. Emotionally challenging and uncomfortable game play experiences have been largely neglected, as they are seemingly at odds with the field's focus on fun and positive affect [4,17].…”
Section: Introductionmentioning
confidence: 99%
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