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Design av interaktionsmoment för spelarmotivation
Umeå University, Faculty of Social Sciences, Department of Informatics.
Umeå University, Faculty of Social Sciences, Department of Informatics.
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games. This study also shows that this approach can be used to identify other criterias in other genres and by doing so expanding the knowledge surrounding player motivations in other game genres.

Place, publisher, year, edition, pages
2013. , 37 p.
Series
Informatik Student Paper Bachelor (INFSPB), 2013.10
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:umu:diva-73298OAI: oai:DiVA.org:umu-73298DiVA: diva2:630825
External cooperation
Educational program
Digital Media Production
Uppsok
Social and Behavioural Science, Law
Supervisors
Examiners
Available from: 2013-06-20 Created: 2013-06-19 Last updated: 2013-11-07Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf