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Emotionale Veränderungen von Spielenden in Abhängigkeit vom Feedback und der Steuerbarkeit eines Computerspiels

Fischer, Gösta (2005):
Emotionale Veränderungen von Spielenden in Abhängigkeit vom Feedback und der Steuerbarkeit eines Computerspiels.
TU Darmstadt, [Master Thesis]

Abstract

Computer games are an enormously popular and successful type of interactive software. This success has occurred even though game interfaces and interaction paradigms are very different from those of other applications. So, what makes game so engaging? The focus of this diploma thesis is on identifying the acting features of a computer game. A specific Tetris version (called EmoTetris, developed at Fraunhofer IGD Rostock) was used to manipulate and evaluate the playing experience. An online-test of 80 participants was carried out starting from the psychological understanding of motivation and incentive. The goal of this thesis is to find out how relevant are the experience of success and the exercise of control for the playing experience. Questionnaires for subjective ratings containing items for control, success, playing experience, performance, basic emotions and flow were developed. The test design as well as statistical analysis methods are explicitly described. The results show for example that feedback are highly relevant for the perception of control and the lack of it provokes an increase of anger and aggression. In contrast, test participants tended to rate more positive the actual performance in the condition of no control. In conclusion, these findings mainly indicate that control is a key indicator for the quality for the playing experience.

Item Type: Master Thesis
Erschienen: 2005
Creators: Fischer, Gösta
Title: Emotionale Veränderungen von Spielenden in Abhängigkeit vom Feedback und der Steuerbarkeit eines Computerspiels
Language: German
Abstract:

Computer games are an enormously popular and successful type of interactive software. This success has occurred even though game interfaces and interaction paradigms are very different from those of other applications. So, what makes game so engaging? The focus of this diploma thesis is on identifying the acting features of a computer game. A specific Tetris version (called EmoTetris, developed at Fraunhofer IGD Rostock) was used to manipulate and evaluate the playing experience. An online-test of 80 participants was carried out starting from the psychological understanding of motivation and incentive. The goal of this thesis is to find out how relevant are the experience of success and the exercise of control for the playing experience. Questionnaires for subjective ratings containing items for control, success, playing experience, performance, basic emotions and flow were developed. The test design as well as statistical analysis methods are explicitly described. The results show for example that feedback are highly relevant for the perception of control and the lack of it provokes an increase of anger and aggression. In contrast, test participants tended to rate more positive the actual performance in the condition of no control. In conclusion, these findings mainly indicate that control is a key indicator for the quality for the playing experience.

Uncontrolled Keywords: Human-computer interaction (HCI), Entertainment, Emotion detection, Performance measurement
Divisions: UNSPECIFIED
20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Date Deposited: 16 Apr 2018 09:04
Additional Information:

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