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"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology
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Source Future Play archive
Proceedings of the 2007 conference on Future Play table of contents
Toronto, Canada
SESSION: Psychology ("mind games") table of contents
Pages 83-89  
Year of Publication: 2007
ISBN:978-1-59593-943-2
Authors
Karolien Poels  Eindhoven University of Technology, Eindhoven, The Netherlands
Yvonne de Kort  Eindhoven University of Technology, Eindhoven, The Netherlands
Wijnand Ijsselsteijn  Eindhoven University of Technology, Eindhoven, The Netherlands
Sponsors
: SchoolFinder
: Microsoft User Research Group
: Bug-Tracker.Com
: Algoma University College
: Government of Canada, FedNor
: Garage Games
: University of Ontario Institute of Technology
: Province of Ontario, Ministry of Economic Development and Trade
: Visualization Design Institute, Sheridan Institute of Technology and Advanced Learning
: Sault Ste. Marie Innovation Centre
: Arcademy Games Awards Festival Arcadia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 12,   Downloads (12 Months): 93,   Citation Count: 2
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ABSTRACT

This paper focuses on digital game experience: the feelings and experiences people have when they play digital games. Digital game experience is not a one-dimensional concept. Great variety exists in game genres and game players, and game experiences will differ accordingly. To date, game experience is studied in a rather fragmented way. As such, the field still lacks a common vocabulary and a shared taxonomy of the different dimensions of game experience. In this paper we describe a focus group study and present a tentative, but comprehensive categorisation of game experience. Focus groups with various types of gamers were organised to capture a full first-hand account of game experiences and second, findings were discussed in an expert meeting in which empirical findings were consolidated with existing theoretical findings. The categorisation bears relevance for both game theorists and game developers wanting to get to the heart of digital game experience.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Bartle, R. A. (1996). Hearts, clubs, diamonds and spades: players who suit MUDs. http://www.mud.co.uk/richard/hcds.html.
 
2
Bracken, C. C., Lange, R. L., and Denny. J. (2005). Online video games and gamers' sensations of spatial, social, and co-presence. Proceedings of the annual FuturePlay conference
3
 
4
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5
Ermi, L. and Mäyrä, F. (2005). Fundamental components of the gameplay experience: Analysing immersion. In: S. de Castell & J. Jenson (eds.), Changing Views: Worlds in Play. Selected papers of the 2005 Digital Games Research Association's Second International Conference.
6
 
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IJsselsteijn, W. A., de Kort, Y. A. W., & Poels, K. (in preparation). Development of the Game Experience Questionnaire (GEQ).
 
8
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9
Klimmt, C., Rizzo, A. S., Vorderer, P., Koch, J., and FIscher, T. (2007). Suspense as dimension of video game enjoyment. Paper presented to the Game Studies special interest group at the annual conference of the International Communication Association, San Francisco, CA.
 
10
De Kort, Y. A. W., IJsselsteijn, W. A., & Poels, K. (submitted). Digital Gaming Devices as Social Presence Technology: Development of the Social Presence in Gaming Questionnaire (SPGQ).
 
11
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12
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13
Miller, L. et al. (1996). Female participants' Preferences in Software Design: Insights from a Focus Group. Interpersonal Computing and Technology, 4(2), 27--36.
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15
Yee, N. (2002). Facets: 5 motivation factors for why people play MMORPG's. http://www.nickyee.com/facets/home.html.


Collaborative Colleagues:
Karolien Poels: colleagues
Yvonne de Kort: colleagues
Wijnand Ijsselsteijn: colleagues