While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama ''Façade'' was conducted (n = 50) to examine shifts and continuities in entertainment-related user experiences between first and second exposure to the same system. A questionnaire with brief scales measuring various user-experience dimensions (interaction-related facets such as usability, flow, and presence, as well as narrative-related facets such as suspense and curiosity) was administered after the first and the second round of exposure. Findings suggest that replay produces gains in action-related experience components such as presence and effectance, whereas narrative-related experiences such as curiosity and suspense remain stable across exposures. Implications for theorizing on interactive entertainment experiences are discussed.
Research ProblemA defining attribute of interactive entertainment media, and specifically of digital games, is that user decisions affect the events displayed.1 The same game can therefore evolve very differently when different players interact with it. Also, a repeated interaction of the same player with the same game can result in very different events, story outcomes, and game progress.2 It is likely that this betweensession variation in game content is a key factor in players' replay motivation. Game companies aim for a high replay value by enticing players to experience the effects of alternative decisions, strategies, or story paths on the game's outcomes.However, while game companies and players alike seem to agree on the benefits of high replay value, research in media psychology has so far not devoted much attention to the actual experience of repeated game play. The current paper therefore explores shifts and continuities in user experiences when exposure to an interactive entertainment medium is repeated, asking: How can specific user experiences be related to a game's replay value?
Conceptual BackgroundAccording to recent research in interactive entertainment, [3][4][5]