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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 Expe...
Contents Info
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  
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소장사항  
202402 2024
Control Number  
joongbu:640501
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