Differences in Player Experiences of Need Satisfaction Across Four Games
Keywords:
player experiences, player need satisfaction, survey study, online collectible cardAbstract
This paper reports findings from an online survey where we collected qualitative and quantitative data from four different online collectible card game players (N = 1017) on their player experiences of autonomy, competence and sense of community. The goal was to investigate how player experiences may differ across games in the same game genre and to understand which game design features may be attributed to this difference. We found significant differences between player experiences of autonomy and competence need satisfaction across the games, and no differences for sense of community. Findings from qualitative data show that players compare their game experiences with previous experiences of physical card games (Magic the Gathering) as well as narrative worlds (e.g., Elder Scrolls). We provided examples of game mechanics from each game afforded by the digital medium and features that might be associated with these differences. This study highlights the need for careful consideration when making generalized statements about player experiences with a game genre based on studies with a single game.Downloads
Published
2019-01-01
Bibtex
@Conference{digra1093, title ="Differences in Player Experiences of Need Satisfaction Across Four Games", year = "2019", author = "Adinolf, Sonam and Türkay, Selen", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1093}", booktitle = "Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.