Pub Date : 2023-09-20DOI: 10.1177/15554120231201760
None Tushya, Dinesh Chhabra, Betina Abraham
Recent technological advancements, increased access to gaming setups, and the emergence of free-to-play multiplayer games have contributed to a dramatic rise in the number of players gaming online and subsequently becoming a part of gaming communities. This systematic review explored the impact of being in an online gaming community on socio-relational outcomes, and variables that impacted the relation between gaming community membership and socio-relational outcomes. After screening PubMed, PsycINFO, Scopus, and Web of Science, 24 articles (15,451 players) were included. Results showed a predominantly positive influence of community membership on socio-relational outcomes of friendship, social skills, and social capital. Community-related variables (community size, social interaction, aim of community formation) and game characteristics that interacted with the gaming community (collective play, cooperation, learning to achieve game objectives) impacted the relationship between community membership and social capital. For some players, however, online social capital increased at the expense of offline social capital.
最近的技术进步、游戏设置的普及以及免费多人游戏的出现都推动了在线游戏玩家数量的大幅增长,并逐渐成为游戏社区的一部分。本系统综述探讨了在线游戏社区对社会关系结果的影响,以及影响游戏社区成员与社会关系结果之间关系的变量。在对PubMed、PsycINFO、Scopus和Web of Science进行筛选后,共纳入了24篇文章(15451名参与者)。结果显示,社区成员对友谊、社会技能和社会资本的社会关系结果有显著的积极影响。社区相关变量(社区规模、社会互动、社区形成目标)和与游戏社区互动的游戏特征(集体游戏、合作、学习实现游戏目标)影响社区成员与社会资本之间的关系。然而,对于一些玩家来说,线上社会资本的增加是以线下社会资本的减少为代价的。
{"title":"Social Networking or Social Isolation? A Systematic Review on Socio-Relational Outcomes for Members of Online Gaming Communities","authors":"None Tushya, Dinesh Chhabra, Betina Abraham","doi":"10.1177/15554120231201760","DOIUrl":"https://doi.org/10.1177/15554120231201760","url":null,"abstract":"Recent technological advancements, increased access to gaming setups, and the emergence of free-to-play multiplayer games have contributed to a dramatic rise in the number of players gaming online and subsequently becoming a part of gaming communities. This systematic review explored the impact of being in an online gaming community on socio-relational outcomes, and variables that impacted the relation between gaming community membership and socio-relational outcomes. After screening PubMed, PsycINFO, Scopus, and Web of Science, 24 articles (15,451 players) were included. Results showed a predominantly positive influence of community membership on socio-relational outcomes of friendship, social skills, and social capital. Community-related variables (community size, social interaction, aim of community formation) and game characteristics that interacted with the gaming community (collective play, cooperation, learning to achieve game objectives) impacted the relationship between community membership and social capital. For some players, however, online social capital increased at the expense of offline social capital.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136308702","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-16DOI: 10.1177/15554120231200396
Eduardo Luersen, Julieth Paula
In this essay, we work over the imageries of exoplanetary exploration in digital games, observing their connections with concepts from media theories and science fiction studies. This articulation aims to comprehend how, in a philosofictional manner, games fictionally extrapolate the conditions of possibility for astronomical observation, allegorizing a series of contemporary themes regarding the technoscientific knowledge of space and planetary systems. As an analytical procedure, we observe game assets, images, and design dynamics, articulating them theoretically in three axes: technoscientific paraphernalia, compared planetology, and oblique orbits. With this, we understand how games can creatively approach (and, in the light of science fiction, extrapolate) contemporary relationships between science, technology, and society.
{"title":"Exoplanetary Exploration and the End of the World in 22 Minutes: Philosofiction in Outer Wilds","authors":"Eduardo Luersen, Julieth Paula","doi":"10.1177/15554120231200396","DOIUrl":"https://doi.org/10.1177/15554120231200396","url":null,"abstract":"In this essay, we work over the imageries of exoplanetary exploration in digital games, observing their connections with concepts from media theories and science fiction studies. This articulation aims to comprehend how, in a philosofictional manner, games fictionally extrapolate the conditions of possibility for astronomical observation, allegorizing a series of contemporary themes regarding the technoscientific knowledge of space and planetary systems. As an analytical procedure, we observe game assets, images, and design dynamics, articulating them theoretically in three axes: technoscientific paraphernalia, compared planetology, and oblique orbits. With this, we understand how games can creatively approach (and, in the light of science fiction, extrapolate) contemporary relationships between science, technology, and society.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135308626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-14DOI: 10.1177/15554120231198890
Henry Korkeila, Steven Dashiell, J. Tuomas Harviainen
This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of capital (social, economic, cultural, symbolic) present, and in what linguistic form is the message posted. Findings: while discussions are within Overwatch's framework, there is scarcely any demonstrable amount of gaming capital in a single post or reply. Certain topics elicited more discussion, articulation methods varied but greatly leaned on the user's anecdotal experiences. Further, it was found that gaming capital is used to validate users’ own views and argument for the credibility of the user and their messages.
{"title":"Gaming Capital on Overwatch's Official Forums","authors":"Henry Korkeila, Steven Dashiell, J. Tuomas Harviainen","doi":"10.1177/15554120231198890","DOIUrl":"https://doi.org/10.1177/15554120231198890","url":null,"abstract":"This study uses the public discussion boards of Overwatch to see how context-based gaming capital is present, accumulated and expended through the messages. The data consists of a 1-month snapshot from which 50 most viewed threads were analyzed. The following aspects were recorded from each thread and first 10 replies: views, number of comments, users’ role in forums, has the developer replied to thread, topic, date, whether there are types of capital (social, economic, cultural, symbolic) present, and in what linguistic form is the message posted. Findings: while discussions are within Overwatch's framework, there is scarcely any demonstrable amount of gaming capital in a single post or reply. Certain topics elicited more discussion, articulation methods varied but greatly leaned on the user's anecdotal experiences. Further, it was found that gaming capital is used to validate users’ own views and argument for the credibility of the user and their messages.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135552720","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01Epub Date: 2023-09-06DOI: 10.1177/15554120231184280
Alan Galey
It is now 40 years since Gérard Genette's work introduced the term paratexts into literary studies, giving a unifying name to the many kinds of texts that serve as thresholds to other texts. The term and concept have migrated into the study of several other media forms, including video game studies, thanks principally to Mia Consalvo in Cheating: Gaining Advantage in Video Games (2007) and Steven Jones in The Meaning of Video Games: Gaming and Textual Strategies (2008). The term's meaning expanded in the process, which has been the subject of much debate since then. Over a decade later, the timing seems apt to take stock of the concept of paratextuality and consider new ways of adapting it. This introduction to a special issue titled "Video Games and Paratextuality" reconsiders Genette's reception in video game studies, and introduces a set of articles that together look beyond Genette.
{"title":"Introduction: Reconsidering Paratext as a Received Concept.","authors":"Alan Galey","doi":"10.1177/15554120231184280","DOIUrl":"10.1177/15554120231184280","url":null,"abstract":"<p><p>It is now 40 years since Gérard Genette's work introduced the term <i>paratexts</i> into literary studies, giving a unifying name to the many kinds of texts that serve as thresholds to other texts. The term and concept have migrated into the study of several other media forms, including video game studies, thanks principally to Mia Consalvo in <i>Cheating: Gaining Advantage in Video Games</i> (2007) and Steven Jones in <i>The Meaning of Video Games: Gaming and Textual Strategies</i> (2008). The term's meaning expanded in the process, which has been the subject of much debate since then. Over a decade later, the timing seems apt to take stock of the concept of paratextuality and consider new ways of adapting it. This introduction to a special issue titled \"Video Games and Paratextuality\" reconsiders Genette's reception in video game studies, and introduces a set of articles that together look beyond Genette.</p>","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"18 6","pages":"708-717"},"PeriodicalIF":2.8,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ftp.ncbi.nlm.nih.gov/pub/pmc/oa_pdf/ba/38/10.1177_15554120231184280.PMC10522449.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41098016","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1177/15554120231191605
{"title":"<i>Games and Culture</i> Special Issue publication notice","authors":"","doi":"10.1177/15554120231191605","DOIUrl":"https://doi.org/10.1177/15554120231191605","url":null,"abstract":"","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135347531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1177/15554120231181193
Regina Seiwald
Video games present a complex medium for the study of paratextuality due to their fringed textual, authorial, and material borders. This paper addresses how previous and current research in video game paratextuality informs analyzes of authorial intent, player agency, and materiality with regard to the text–paratexts relationship established in video games. The first part of this article revisits Genette's concept of paratexts in light of video game scholarship. It then offers a detailed analysis of authorial intent and player agency as well as materiality in terms of paratexts by looking at sandbox games, narrative games, and first-person shooter games as case study groups. Distinguishing between instances of high, medium, and low paratextuality shows that ancillary material is located at different distances from the text and with varying influence on its reception, proposing paratextuality as a gradient scale.
{"title":"Beyond the Game Itself: Understanding Authorial Intent, Player Agency, and Materiality as Degrees of Paratextuality","authors":"Regina Seiwald","doi":"10.1177/15554120231181193","DOIUrl":"https://doi.org/10.1177/15554120231181193","url":null,"abstract":"Video games present a complex medium for the study of paratextuality due to their fringed textual, authorial, and material borders. This paper addresses how previous and current research in video game paratextuality informs analyzes of authorial intent, player agency, and materiality with regard to the text–paratexts relationship established in video games. The first part of this article revisits Genette's concept of paratexts in light of video game scholarship. It then offers a detailed analysis of authorial intent and player agency as well as materiality in terms of paratexts by looking at sandbox games, narrative games, and first-person shooter games as case study groups. Distinguishing between instances of high, medium, and low paratextuality shows that ancillary material is located at different distances from the text and with varying influence on its reception, proposing paratextuality as a gradient scale.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"120 1","pages":"718 - 739"},"PeriodicalIF":2.8,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87884611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-30DOI: 10.1177/15554120231196260
Mirela Jaśkowiec, Małgorzata Kowalska-Chrzanowska
The article addresses the use of games for citizen research. Following the results of the EyeWire user research, the authors attempt to answer the question of the impact of introductory game training on task performance, identify the areas with the most significant effect on participants’ performance, and assess users’ impressions and level of engagement in the proposed working model. A survey method was used to investigate user impressions. Fixation data were obtained from eye-tracking studies. The research shows, that users with experience with computer games do better in scientific discovery games. The main reasons to engage in this type of project are the need for learning development and self-development. The results indicate a significant cognitive strain on users, notably in the initial phase of solving tasks independently. It infers the conclusion that this should be considered when designing such programs and the pace of introducing the user to its functions should be adjusted.
{"title":"The Use of Games in Citizen Science Based on Findings from the EyeWire User Study","authors":"Mirela Jaśkowiec, Małgorzata Kowalska-Chrzanowska","doi":"10.1177/15554120231196260","DOIUrl":"https://doi.org/10.1177/15554120231196260","url":null,"abstract":"The article addresses the use of games for citizen research. Following the results of the EyeWire user research, the authors attempt to answer the question of the impact of introductory game training on task performance, identify the areas with the most significant effect on participants’ performance, and assess users’ impressions and level of engagement in the proposed working model. A survey method was used to investigate user impressions. Fixation data were obtained from eye-tracking studies. The research shows, that users with experience with computer games do better in scientific discovery games. The main reasons to engage in this type of project are the need for learning development and self-development. The results indicate a significant cognitive strain on users, notably in the initial phase of solving tasks independently. It infers the conclusion that this should be considered when designing such programs and the pace of introducing the user to its functions should be adjusted.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"10 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75123012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-18DOI: 10.1177/15554120231196261
Alena Cicholewski
80 Days and South of the Circle feature storylines in which polar expeditions are not represented as places for the unfolding of heroized journeys; instead, their protagonists are confronted with the limits of their agency. In contrast to common pop cultural representations that turn polar exploration into a tale of individual white European men emerging triumphant over harsh nature, both video games in question emphasize the importance of cooperation for survival. The playable characters, French valet Jean Passepartout in 80 Days and British climatologist Peter Hamilton in South of the Circle, embark on their journeys to the Arctic and Antarctica, respectively, with high hopes of heroic discovery that are soon dashed by the harshness of the polar environments. As the games’ plots progress, a critique of the European imperialist-expansionist impetus of past polar expeditions emerges through the way their representation of European explorers addresses questions of nature, masculinity, and nation.
{"title":"Challenging Heroic Narratives of Polar Exploration in Indie Video Games","authors":"Alena Cicholewski","doi":"10.1177/15554120231196261","DOIUrl":"https://doi.org/10.1177/15554120231196261","url":null,"abstract":"80 Days and South of the Circle feature storylines in which polar expeditions are not represented as places for the unfolding of heroized journeys; instead, their protagonists are confronted with the limits of their agency. In contrast to common pop cultural representations that turn polar exploration into a tale of individual white European men emerging triumphant over harsh nature, both video games in question emphasize the importance of cooperation for survival. The playable characters, French valet Jean Passepartout in 80 Days and British climatologist Peter Hamilton in South of the Circle, embark on their journeys to the Arctic and Antarctica, respectively, with high hopes of heroic discovery that are soon dashed by the harshness of the polar environments. As the games’ plots progress, a critique of the European imperialist-expansionist impetus of past polar expeditions emerges through the way their representation of European explorers addresses questions of nature, masculinity, and nation.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"2 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-08-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89229064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-09DOI: 10.1177/15554120231190195
Sercan Sengün, João M. Santos, Joni O. Salminen, Milica Milenkovic, B. Jansen
We analyze the audience response to the death of narrative-driven fictitious characters with predetermined fates, whether part of a virtual or cinematic story, and specifically from video games and TV series. Our aim is to contribute to the studies of identification and empathy with fictitious characters in media, as well as to close the research gap around these studies by specifically focusing on the death of the characters. We collected 3000 online comments on the deaths of 16 characters from video games and TV series. We coded each comment according to the five stages of grief by Kübler-Ross and Kessler and performed quantitative (using LIWC2015 psycholinguistic analysis software) and qualitative analysis (using thematic analysis). Overall, we found a strong resemblance between the processes of grief for real and fictitious characters and uncovered differences of language when discussing the death of a character based on (a) their gender; (b) their role in the story; (c) their interactivity mode; and (d) the form of media. Finally, qualitative analysis revealed unique and novel themes for on-screen deaths, such as (a) the effects of aural cues; (b) nostalgia and beauty; (c) resurrection and transmedia; (d) spoilers; (e) comparisons and real-life connotations; (f) the effects on the franchise; and (g) the effects of the gender of the viewer on these discussions. We discuss our findings in detail, along with implications for future character development.
{"title":"Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media","authors":"Sercan Sengün, João M. Santos, Joni O. Salminen, Milica Milenkovic, B. Jansen","doi":"10.1177/15554120231190195","DOIUrl":"https://doi.org/10.1177/15554120231190195","url":null,"abstract":"We analyze the audience response to the death of narrative-driven fictitious characters with predetermined fates, whether part of a virtual or cinematic story, and specifically from video games and TV series. Our aim is to contribute to the studies of identification and empathy with fictitious characters in media, as well as to close the research gap around these studies by specifically focusing on the death of the characters. We collected 3000 online comments on the deaths of 16 characters from video games and TV series. We coded each comment according to the five stages of grief by Kübler-Ross and Kessler and performed quantitative (using LIWC2015 psycholinguistic analysis software) and qualitative analysis (using thematic analysis). Overall, we found a strong resemblance between the processes of grief for real and fictitious characters and uncovered differences of language when discussing the death of a character based on (a) their gender; (b) their role in the story; (c) their interactivity mode; and (d) the form of media. Finally, qualitative analysis revealed unique and novel themes for on-screen deaths, such as (a) the effects of aural cues; (b) nostalgia and beauty; (c) resurrection and transmedia; (d) spoilers; (e) comparisons and real-life connotations; (f) the effects on the franchise; and (g) the effects of the gender of the viewer on these discussions. We discuss our findings in detail, along with implications for future character development.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"30 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-08-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76560193","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-07DOI: 10.1177/15554120231190648
M. Nowacki, Andrzej Stasiak
Escape room is a type of game in which players have to solve several puzzles to leave the room in a limited time. It is a relatively new form of recreation but thanks to the global diffusion of innovations, the game has reached all continents over the decade, gaining unprecedented popularity, especially in large cities. The article aims to identify and characterize the attributes of memorable game experiences (MGEs) of escape room customers in Budapest, Hungary (the eldest in Europe, well-established market for this entertainment). The paper attempts to define the components of MGEs innovatively, using text-mining analysis of big data. This study used mixed methods: quantitative and qualitative. The research material consisted of 6203 opinions on experiences in 29 escape rooms in Budapest posted on TripAdvisor. The main components of positive experiences of users of escape rooms are puzzles as well as the arrangement and decoration. Other key components of the experience include staff, storytelling, the value of service, ambience, and atmosphere. Memorable game experiences are strongly saturated with emotions, resulting from the players’ high involvement in the game and their full immersion in an artificially arranged problem situation. The obtained results indicate both the key areas necessary to create positive experiences and the elements resulting in the formation of negative experiences.
{"title":"Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences","authors":"M. Nowacki, Andrzej Stasiak","doi":"10.1177/15554120231190648","DOIUrl":"https://doi.org/10.1177/15554120231190648","url":null,"abstract":"Escape room is a type of game in which players have to solve several puzzles to leave the room in a limited time. It is a relatively new form of recreation but thanks to the global diffusion of innovations, the game has reached all continents over the decade, gaining unprecedented popularity, especially in large cities. The article aims to identify and characterize the attributes of memorable game experiences (MGEs) of escape room customers in Budapest, Hungary (the eldest in Europe, well-established market for this entertainment). The paper attempts to define the components of MGEs innovatively, using text-mining analysis of big data. This study used mixed methods: quantitative and qualitative. The research material consisted of 6203 opinions on experiences in 29 escape rooms in Budapest posted on TripAdvisor. The main components of positive experiences of users of escape rooms are puzzles as well as the arrangement and decoration. Other key components of the experience include staff, storytelling, the value of service, ambience, and atmosphere. Memorable game experiences are strongly saturated with emotions, resulting from the players’ high involvement in the game and their full immersion in an artificially arranged problem situation. The obtained results indicate both the key areas necessary to create positive experiences and the elements resulting in the formation of negative experiences.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"12 1","pages":""},"PeriodicalIF":2.8,"publicationDate":"2023-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78602071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}