HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,343,687
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Bopp_J* Results: 3 Sorted by: Date  Comments?
Help Dates
Limit:   
Negative Emotion, Positive Experience?: Emotionally Moving Moments in Digital Games Players' Motivations in Games / Bopp, Julia Ayumi / Mekler, Elisa D. / Opwis, Klaus Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2996-3006
ACM Digital Library Link
Summary: Emotions are key to the player experience (PX) and interest in the potential of games to provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has been little empirical investigation of what game experiences players consider emotionally moving, their causes and effects, and whether players find these experiences rewarding at all. We analyzed 121 players' accounts of emotionally moving game experiences in terms of the feelings and thoughts they evoked, different PX constructs, as well as game-related and personal factors contributing to these. We found that most players enjoyed and appreciated experiencing negatively valenced emotions, such as sadness. Emotions were evoked by a variety of interactive and non-interactive game aspects, such as in-game loss, character attachment and (lack of) agency, but also personal memories, and were often accompanied by (self-)reflection. Our findings highlight the potential of games to provide emotionally rewarding and thought-provoking experiences, as well as outline opportunities for future research and design of such experiences. They also showcase that negative affect may contribute to enjoyment, thereby extending our notion of positive player experience.

"It Was Sad But Still Good": Gratifications of Emotionally Moving Game Experiences WIP Theme: Gaming / Bopp, Julia Ayumi / Mekler, Elisa D. / Opwis, Klaus Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1193-1198
ACM Digital Library Link
Summary: Players have increasingly become interested in emotional game experiences beyond simple "fun". Although previous research has identified several gratifications of fun experiences, still little is known about whether and what gratifications players derive from emotionally moving game experiences. Interviews with 12 Japanese and Western players revealed several gratifications, such as liking to experience strong emotions, whereas other players did not enjoy being emotionally moved, but appreciated that the emotional experience stimulated reflective thought or allowed them to engage more with the game. Based on these findings, we discuss opportunities for future research.

A systematic review of quantitative studies on the enjoyment of digital entertainment games Understanding and designing games / Mekler, Elisa D. / Bopp, Julia Ayumi / Tuch, Alexandre N. / Opwis, Klaus Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.927-936
ACM Digital Library Link
Summary: Enjoyment has been identified as a central component of the player experience (PX), but various, overlapping concepts within PX make it difficult to develop valid measures and a common understanding of game enjoyment. We conducted a systematic review of 87 quantitative studies, analyzing different operationalizations and measures of game enjoyment, its determinants, and how these were related to other components of PX, such as flow, presence and immersion. Results suggest that game enjoyment describes the positive cognitive and affective appraisal of the game experience, and may in part be associated with the support of player needs and values. Further, we outline that enjoyment is distinct from flow in that it may occur independently of challenge and cognitive involvement, and argue that enjoyment may be understood as the valence of the player experience. We conclude with a discussion of methodological challenges and point out opportunities for future research on game enjoyment.