The Power-up Experience: A study of Power-ups in Games and their Effect on Player Experience
Keywords:
power-up, power-ups, player experience, game design elements, metroid prime, gameAbstract
There is a lack of a comprehensive discussion in the literature of what a power-up is and how it can be studied, and the term is often used without definition. Using a case study of Metroid Prime, I argue that the most interesting aspect of power-ups as game mechanic is that they shift experiential character when a given power-up's implied formal use changes during gameplay. With this I mean that a power-up can at the same time be a means to achieve a goal as well as a goal to be achieved itself. A model explaining this is provided. I also propose a model for categorizing power-ups in an attempt to differentiate power- ups from other formal design elements and in such a manner provide a possible reference for designers looking to choose appropriate solutions for their games, as well as an analytical tool for researchers.Downloads
Published
2011-01-01
Bibtex
@Conference{digra574, title ="The Power-up Experience: A study of Power-ups in Games and their Effect on Player Experience", year = "2011", author = "Lange-Nielsen, Filip", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/574}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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