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Påverkan av olika skräckelement i spel
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

The purpose of the study was to try and see how the usage of game elements in games, affect our experience in horror games. We used the fundamentals of the 12-Item Narrative Engagement Scale to gather the data, and also changed the model a bit to better fit the subject. By having test subjects answer a questionnaire about their engagement after having tested three horror games; results could be calculated by the use of Linear Mixel Model. The results were compared in a qualitative manner to the three elements of survival horror games mentioned above, to see if each element could impact the way a player perceives a horror game. It became clear here that there is a big possibility that the way game elements are presented in horror games can have an influence on a player’s immersion and experience in horror games. However it’s still unclear which specific elements affect which aspects of the player’s immersion and experience.

Abstract [sv]

Syftet med den här studien var att försöka se hur spelelement i spel kan påverka upplevelsen i skräckspel. Studien använder grunderna av 12-Item Narrative Engagement Scale-metoden, men vi vidareutvecklade den genom att öka antalet deltagare samt sättet resultatet analyserades och jämfördes. Genom att låta deltagare besvara en enkät som handlade om deras engagemang efter att ha testat tre skräckspel, kunde resultat beräknas med hjälp av Linear Mixel Moxel. Resultaten jämfördes sedan på ett kvalitativt sätt med de tre element av skräckspel, som nämnts ovan, för att se om varje element kunde påverka sättet en spelare upplever ett skräckspel. Det framgick här att det finns en stor möjlighet att sättet spelelement presenteras i spel kan göra en inverkan i spelarens inlevelse i skräckspel. Däremot är det fortfarande oklart exakt vad för element som påverkar vilken del av en spelares inlevelse.

Place, publisher, year, edition, pages
2015. , 28 p.
Keyword [en]
Horror, games, engagement, experience, quantitative, explorative
Keyword [sv]
Skräck, spel, engagemang, upplevelse, kvantitativ, explorativ
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:sh:diva-29699OAI: oai:DiVA.org:sh-29699DiVA: diva2:910051
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2016-03-08 Created: 2016-03-08 Last updated: 2016-03-08Bibliographically approved

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Type fulltextMimetype application/pdf

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Media and Communication Technology

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CiteExportLink to record
Permanent link

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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