“Sure, I Would Like to Continue”: A Method for Mapping the Experience of Engagement in Video Games
T Bjørner, H Schønau-Fog - Bulletin of Science, Technology and …, 2012 - philpapers.org
T Bjørner, H Schønau-Fog
Bulletin of Science, Technology and Society, 2012•philpapers.orgIn order to explore one aspect of the engaging nature of computer games, this study will
propose a method that aims at classifying the experience of engagement in video games.
Inspired by a literature review, we will focus on the fundamental causes of engagement that
motivate a player so much that he or she wants to continue playing. By organizing this
willingness to continue playing into six broad types of causes of engagement—intellectual,
physical, sensory, social, narrative, and emotional—we describe a typology of player …
propose a method that aims at classifying the experience of engagement in video games.
Inspired by a literature review, we will focus on the fundamental causes of engagement that
motivate a player so much that he or she wants to continue playing. By organizing this
willingness to continue playing into six broad types of causes of engagement—intellectual,
physical, sensory, social, narrative, and emotional—we describe a typology of player …
Abstract
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, physical, sensory, social, narrative, and emotional—we describe a typology of player engagement and a method that is intended to map players’ experience of engagement while playing video games. The engagement mapping method is inspired by card sorting found from a perspective of usability testing, and in order to exemplify the use of the method, occurrences of the six types of engagement were investigated during gameplay in Angry Birds and Wii Sports.
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