GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability heuristics for networked multiplayer games
Proceedings of the ACM 2009 international conference on Supporting group work
ISO 9241-9 evaluation of video game controllers
Proceedings of Graphics Interface 2009
Personality, motivation and video games
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Effects of view, input device, and track width on video game driving
Proceedings of Graphics Interface 2011
Spatial presence and perceived reality as predictors of motion-based video game enjoyment
Presence: Teleoperators and Virtual Environments
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
Videogame control device impact on the play experience
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Personality & video game genre preferences
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Measuring the flow experience of gamers: An evaluation of the DFS-2
Computers in Human Behavior
Personality and player types in Fallout New Vegas
Proceedings of the 4th International Conference on Fun and Games
Identification with the player character as determinant of video game enjoyment
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Deconstructing the touch experience
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
Hi-index | 0.01 |
Whether they are made to entertain you, or to educate you, good video games engage you. Significant research has tried to understand engagement in games by measuring player experience (PX). Traditionally, PX evaluation has focused on the enjoyment of game, or the motivation of players; these factors no doubt contribute to engagement, but do decisions regarding play environment (e.g., the choice of game controller) affect the player more deeply than that? We apply self-determination theory (specifically satisfaction of needs and self-discrepancy represented using the five factors model of personality) to explain PX in an experiment with controller type as the manipulation. Our study shows that there are a number of effects of controller on PX and in-game player personality. These findings provide both a lens with which to view controller effects in games and a guide for controller choice in the design of new games. Our research demonstrates that including self-characteristics assessment in the PX evaluation toolbox is valuable and useful for understanding player experience.