2012
DOI: 10.16997/wpcc.153
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Identification and Categorization of Digital Game Experiences: A Qualitative Study Integrating Theoretical Insights and Player Perspectives

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Cited by 38 publications
(40 citation statements)
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References 34 publications
(27 reference statements)
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“…This is surprising, as gaming is an active experience where a person is drawn in to a virtual world, and potentially confronted with numerous emotions and experiences. Players have to concentrate to be able to successfully conclude certain tasks, and face feelings of control, frustration, relief, euphoria, flow, etc., in the process (Sherry 2004;Ermi & Mäyrä 2005;Klimmt et al 2007;Poels et al 2009). …”
Section: Player Experiences As Context Characteristicsmentioning
confidence: 99%
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“…This is surprising, as gaming is an active experience where a person is drawn in to a virtual world, and potentially confronted with numerous emotions and experiences. Players have to concentrate to be able to successfully conclude certain tasks, and face feelings of control, frustration, relief, euphoria, flow, etc., in the process (Sherry 2004;Ermi & Mäyrä 2005;Klimmt et al 2007;Poels et al 2009). …”
Section: Player Experiences As Context Characteristicsmentioning
confidence: 99%
“…Playing digital games has the potential to evoke a wide array of specific emotional experiences, like challenge, tension, competence, boredom, flow and immersion (Poels et al 2009;Jennett et al 2008;Gilleade & Dix 2004). In the following sections, we will describe these experiences in greater detail, and elaborate on the consequences they might have on a cognitive (e.g.…”
Section: Specific Player Experiencesmentioning
confidence: 99%
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