2016
DOI: 10.1177/1687814016641902
|View full text |Cite
|
Sign up to set email alerts
|

Emotional reactions of different interface formats: Comparing digital and traditional board games

Abstract: Some games provide both traditional board games and digital versions at the same time in the market. Why the rise of virtual games has not forced traditional physical board games to disappear? Do traditional physical games evoke different emotional reactions and interpersonal relationships? This article explored the subjects' preferences toward traditional and digital versions of the same game and investigated social interaction while playing games. Based on Norman's three emotional design levels-visceral, beh… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
19
0

Year Published

2018
2018
2021
2021

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 42 publications
(26 citation statements)
references
References 15 publications
1
19
0
Order By: Relevance
“…Though digital games are becoming more prolific, studies seem to suggest that board games can attain emotional satisfaction more effectively. Using Norman’s 3 emotional design levels—the visceral level, behavioral level, and reflective level—as a measure [ 32 ], a study comparing video games to board games found that the satisfaction levels declined on all 3 levels for study participants when playing digital games [ 33 ]. Another study found that older populations specifically are less drawn to video games than young adults and are more inclined to play board games [ 26 ].…”
Section: Introductionmentioning
confidence: 99%
“…Though digital games are becoming more prolific, studies seem to suggest that board games can attain emotional satisfaction more effectively. Using Norman’s 3 emotional design levels—the visceral level, behavioral level, and reflective level—as a measure [ 32 ], a study comparing video games to board games found that the satisfaction levels declined on all 3 levels for study participants when playing digital games [ 33 ]. Another study found that older populations specifically are less drawn to video games than young adults and are more inclined to play board games [ 26 ].…”
Section: Introductionmentioning
confidence: 99%
“…address the technological hurdles to designing a digital game. Indeed, non-digital games lower equipment costs; broaden accessibility to youth who may range in their technical interests and proficiencies; introduce physical representations useful for coordinating collaboration; and provide opportunities to promote social and emotional learning in ways that digital games cannot (Fang et al, 2016).…”
Section: Focus On Non-digital Games: This Decision Was Made Tomentioning
confidence: 99%
“…Even when players play competitively, learning still happens in a cooperative way (Oertig 2010), and positive social interaction among the players during the game has also been connected to increased learning (Padilla Zea et al 2009). Particularly, board games provide more fun and immersion (Gajadhar et al 2008) and can improve interpersonal relationships (Fang et al 2016) leading to trust development among players and possibilities for collaboration in contexts external to the game.…”
Section: Civic Learning: a Condition For Hackable City-makingmentioning
confidence: 99%
“…However, games have also always been collective activities and social experiences that allowed players to relate to one another. This social aspect adds a layer of complexity to the rule-based gameplay, which is associated with several benefits, such as improving interpersonal relations between players (Fang et al 2016), increasing the fun aspect (Gajadhar et al 2008) and contributing to learning (Abdul Jabbar and Felicia 2015;Dahlgren 2009;Whitton 2011).…”
Section: Introductionmentioning
confidence: 99%