2016
DOI: 10.1007/978-3-319-29904-4_7
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Game Design and Gamer Psychology

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Cited by 5 publications
(3 citation statements)
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“…This study is, first of all, based on 21 semi-structured interviews with players of two fantasy AAA 4 single-player, role-playing videogame franchises – The Witcher and Dragon Age . These two franchises were chosen due to their carefully designed characters and emotional impact on players (Bostan and Tingoy, 2016; Jørgensen, 2010). Moreover, both franchises fall in the same fantasy genre, they presently have an equal number of releases (three), and they are translations of, or have been translated from, novels.…”
Section: Methodsmentioning
confidence: 99%
“…This study is, first of all, based on 21 semi-structured interviews with players of two fantasy AAA 4 single-player, role-playing videogame franchises – The Witcher and Dragon Age . These two franchises were chosen due to their carefully designed characters and emotional impact on players (Bostan and Tingoy, 2016; Jørgensen, 2010). Moreover, both franchises fall in the same fantasy genre, they presently have an equal number of releases (three), and they are translations of, or have been translated from, novels.…”
Section: Methodsmentioning
confidence: 99%
“…These types of motivations discriminate games from more linear forms of entertainment such as television or reading books [42]. Playing games is thereby considered an active engagement whereby players constantly have to make decisions [43]. Therefore, one central issue that makes motivational elements in games important is the constant confrontation of a player with conflicting goals.…”
Section: Motivation In Gamesmentioning
confidence: 99%
“…Abend & Harvey, 2017;Gupta & Devillers, 2017;Cook, 2020), draw on principles of user interface or user experience design, or engage with the burgeoning literature from VR and game design on provoking feelings of presence and immersion in an alternative worldview to experience place (e.g. Bostan & Tingoy, 2016). The lack of contributions focused on the intersection of these various digital media and data-embedded practices and mapping practice seems a missed opportunity, as they sit at the core of knowledge production.…”
mentioning
confidence: 99%