Pregled bibliografske jedinice broj: 1279603
Evaluating a Conceptual Model for Measuring Gaming Experience: A Case Study of Stranded Away Platformer Game
Evaluating a Conceptual Model for Measuring Gaming Experience: A Case Study of Stranded Away Platformer Game // Information, 14 (2023), 6; 350, 27 doi:10.3390/info14060350 (međunarodna recenzija, članak, znanstveni)
CROSBI ID: 1279603 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Evaluating a Conceptual Model for Measuring Gaming Experience: A Case Study of Stranded Away Platformer Game
Autori
Blašković, Luka ; Žužić, Alesandro ; Orehovački, Tihomir
Izvornik
Information (2078-2489) 14
(2023), 6;
350, 27
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
video games ; gaming experience ; PLS-SEM ; empirical study ; post-use questionnaire ; conceptual model ; Stranded Away ; platformer games
Sažetak
Video games have become a ubiquitous form of entertainment and have been enjoyed by people of all ages around the world. The gaming industry has evolved rapidly, with new games being re-leased every year that push the boundaries of technology and creativity. To ensure that video games are not just technically advanced, but also enjoyable and engaging, measuring the gaming experience is essential because it helps game designers understand how players interact with the game and identify areas for its improvement. The objective of this paper is to examine an inter-play of gaming experience dimensions in the context of platform video games and to determine the extent to which they contribute to players’ behavioral intentions. To fulfil this objective, an empirical study was undertaken, involving participants with diverse gaming backgrounds. They were requested to engage in the gameplay of the Stranded Away platformer game and subsequently respond to a post-use questionnaire. The psychometric features of the introduced conceptual model were evaluated with the partial least squares structural equation modeling (PLS-SEM) method. The reported findings demonstrate the importance of evaluating different facets of the gaming experience in video games and showcase the potential of the proposed model and measuring instrument as tools for game designers to enhance the overall quality of their products.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Sveučilište Jurja Dobrile u Puli
Citiraj ovu publikaciju:
Časopis indeksira:
- Web of Science Core Collection (WoSCC)
- Emerging Sources Citation Index (ESCI)
- Scopus
Uključenost u ostale bibliografske baze podataka::
- Compendex (EI Village)
- INSPEC