Off-Peak: An Examination of Ordinary Player Experience

要旨

Videogames' increasing cultural relevance and suffusion into everyday use contexts suggests they can no longer be considered novelties. Broadly speaking, games research at CHI has concerned two forms of peak experience—historically, research aimed to support flow, or maximise enjoyment and positive emotions; more recently, scholarship engages with more varied experiences of intense emotion, such as emotional challenge. In different ways, both approaches emphasise extra-ordinary player experience (PX). Conversely, videogame play and PX have become more routine—indeed, more ordinary—as the medium's cultural presence grows. In this paper, we argue that HCI games research is conceptually ill-equipped to investigate these increasingly common and often desirable experiences. We conceptualise "ordinary player experience'' – as familiar, emotionally moderate, co-attentive, and abstractly memorable – articulating a phenomenon whose apparent mundanity has seen it elude description to date. We discuss opportunities to productively employ ordinary PX in HCI games research, alongside conceptual implications for PX and player wellbeing.

受賞
Honorable Mention
著者
April Tyack
Aalto University, Espoo, Finland
Elisa D. Mekler
Aalto University, Espoo, Finland
DOI

10.1145/3411764.3445230

論文URL

https://doi.org/10.1145/3411764.3445230

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: Game Design and Player Experience

[B] Paper Room 06, 2021-05-14 01:00:00~2021-05-14 03:00:00 / [C] Paper Room 06, 2021-05-14 09:00:00~2021-05-14 11:00:00 / [A] Paper Room 06, 2021-05-13 17:00:00~2021-05-13 19:00:00
Paper Room 06
12 件の発表
2021-05-14 01:00:00
2021-05-14 03:00:00
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