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Motivation during videogame play: analysing player experience in terms of cognitive action

Published:30 September 2013Publication History

ABSTRACT

This paper describes a method for analysing videogames based on game activities. It examines the impact of these activities on the player experience. The research approach applies heuristic checklists that deconstruct games in terms of cognitive processes that players engage in during gameplay (e.g., addressing goals, interpreting feedback). For this study we examined three puzzle games, Portal 2, I-Fluid and Braid. The Player Experience of Need Satisfaction (PENS) survey is used to measure player experience following gameplay. Cognitive action provided within games is examined in light of reported player experiences to determine the extent to which these activities influence players' feelings of competence, autonomy, intuitive control and presence. Findings indicate that the positive experiences are directly influenced by game activity design. Our study also demonstrates the value of expert review in deconstructing gameplay activity as a means of providing direction for game design that enhances the player experience.

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        • Published in

          cover image ACM Other conferences
          IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
          September 2013
          243 pages
          ISBN:9781450322546
          DOI:10.1145/2513002

          Copyright © 2013 ACM

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          Publication History

          • Published: 30 September 2013

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          IE '13 Paper Acceptance Rate20of51submissions,39%Overall Acceptance Rate64of148submissions,43%

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