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Manipulating Game Design Elements to Explore the Influence of Difficulty on Videogame Experiences- [electronic resource]
Manipulating Game Design Elements to Explore the Influence of Difficulty on Videogame Experiences- [electronic resource]
- Material Type
- 학위논문
- 0016935409
- Date and Time of Latest Transaction
- 20240214101928
- ISBN
- 9798380725293
- DDC
- 152.4
- Author
- Tan, Ryan.
- Title/Author
- Manipulating Game Design Elements to Explore the Influence of Difficulty on Videogame Experiences - [electronic resource]
- Publish Info
- [S.l.] : The Pennsylvania State University., 2023
- Publish Info
- Ann Arbor : ProQuest Dissertations & Theses, 2023
- Material Info
- 1 online resource(109 p.)
- General Note
- Source: Dissertations Abstracts International, Volume: 85-05, Section: B.
- General Note
- Advisor: Schmierbach, Michael;Oliver, Mary Beth.
- 학위논문주기
- Thesis (Ph.D.)--The Pennsylvania State University, 2023.
- Restrictions on Access Note
- This item must not be sold to any third party vendors.
- Abstracts/Etc
- 요약Research on videogames has highlighted numerous player-centered antecedents to perceptions and outcomes of gameplay. However, few studies have focused on the specific game design elements that facilitate and create these gameplay experiences for the players. Additionally, research on videogame difficulty often conflates the experience of expending effort to overcome obstacles with the obstacles themselves as well as player perceptions of how difficult the gameplay experience was. In this dissertation, a bespoke game stimuli platform was developed to manipulate specific challenges and feedback frames to test the effects of difficulty, on player experiences of enjoyment, meaningfulness, flow, and well-being. A three (difficulty level: low, high, dynamic) by two (feedback framing: success-focused, failure-focused) between-subject experiment was therefore conducted to explore these relationships. Results suggest that difficulty levels (manipulated by challenge) are important antecedents to the more hedonic effects of enjoyment and flow, serially mediated by players' performance against those challenges and their perceptions of their own performance. More eudaimonic effects were not facilitated through manipulations of challenge, and feedback was not found to have significant effects on player perceptions. Limitations, extensions, and a critical analysis of the employed method are discussed.
- Subject Added Entry-Topical Term
- Affect (Psychology).
- Subject Added Entry-Topical Term
- Computer & video games.
- Subject Added Entry-Topical Term
- Audiences.
- Subject Added Entry-Topical Term
- Design.
- Subject Added Entry-Topical Term
- Gambling.
- Subject Added Entry-Topical Term
- Mechanics.
- Subject Added Entry-Topical Term
- Emotions.
- Subject Added Entry-Topical Term
- Feedback.
- Subject Added Entry-Topical Term
- Play.
- Subject Added Entry-Topical Term
- Interfaces.
- Subject Added Entry-Topical Term
- Computer science.
- Subject Added Entry-Topical Term
- Film studies.
- Index Term-Uncontrolled
- Videogames
- Index Term-Uncontrolled
- Gameplay
- Index Term-Uncontrolled
- Feedback frames
- Index Term-Uncontrolled
- Hedonic effects
- Index Term-Uncontrolled
- Eudaimonic effects
- Added Entry-Corporate Name
- The Pennsylvania State University.
- Host Item Entry
- Dissertations Abstracts International. 85-05B.
- Host Item Entry
- Dissertation Abstract International
- Electronic Location and Access
- 로그인을 한후 보실 수 있는 자료입니다.
- 소장사항
-
202402 2024
- Control Number
- joongbu:640501
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