The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.
This paper presents an exploratory research on music-based attachment to video games, studied through personally valued game music memories. It focuses on people’s engagement with game music and game technologies, expanding previous research on the role of game music in people’s lives. We gathered 183 written game music memories and analyzed their contents and language. We focused on expressions of affect and sentiment, which we assumed would indicate affective involvement. However, we also explored the constitution of attachment by investigating how expressions of affect and sentiment were associated with other aspects in the stories that reflect personal valuation, focusing specifically on factors of autobiographical remembrance, conceptualizations of game music, and gaming technology related to memories. These investigations employed a mixed-methods approach that combined qualitative and statistical analyses. A major finding was that especially personal remembrances that involved an awareness of the self or related to the game music experience significantly predicted the use of expressions of affect and sentiment in the stories. In sum, the study outlines a framework for investigating people’s long-term engagement with technology as being intimately related to the context of everyday life and the constitution of self-understanding.
In recent years, with the development of social economy and the innovation of science and technology, the street landscape environment design based on visual technology and entertainment robot has been widely concerned. This paper aims to explore how to use computer simulation and gamification design methods to enhance the entertainment and attractiveness of street landscapes. In this paper, the basic principles of computer vision and V2X vehicle networking are deeply studied, and a series of simulation experiments and data analysis are carried out in combination with actual scenarios to verify the feasibility and effectiveness of V2X vehicle networking mode based on computer vision in urban street landscape design. V2X vehicle networking mode through real-time information exchange with road infrastructure, other vehicles, pedestrians, etc., can obtain a large number of urban streetscape design related data. Studies have shown that this design approach can increase people’s interest and engagement in street landscapes, and increase the entertainment experience and sense of interaction of urban residents.
Live-streaming is a popular phenomenon. It attracts both content creators and spectators, visible in new live-streaming platforms appearing and existing social platforms adding live-streaming features. The relevant body of games and human–computer interaction oriented literature has grown considerably. However, the research is highly diverse and multidisciplinary, and reviews on live-streaming research are missing. In this article, we explore the current research on influencing factors in live-streaming, to identify the state of the field and inform future research. A scoping review was conducted to map the currently researched topics and factors, to find emerging or understudied topics, and to analyze the state of multidisciplinary and multicultural cooperation. Two iterations of a literature search and a citation-based literature mapping were used to collect 348 peer-reviewed entries. Identified and classified themes were analyzed along with visualizations of the local citation network, concept co-occurrence, and an inter-country citation graph. As a result, the main actors, genres, and issues in live-streaming, the frequency with which they are researched, and their trends over time were identified and described. Games and esports dominate research; topics recently gaining interest are e-commerce, mental health, collaboration and teaching using streams, and promoting tourism using streams. The body of literature is well connected; scientific disciplines and research groups seem to be aware of each other. For future research, we recommend exploring non-gaming genres and hybrid events and pursuing interdisciplinary collaboration.
The traditional design process lacks fun and participation, so new elements need to be introduced to enhance the attraction and creativity of the design. The goal of the research is to design an urban landscape design method based on gamified elements and virtual robots to increase the interactivity and entertainment experience in the design process, and to explore its impact on the design results. This paper proposes an urban landscape design framework based on gamified elements and virtual robots, which includes multiple stages in the design process, each of which introduces different gamified tasks and interactions of virtual robots. Designers can gain new design ideas and inspiration by completing tasks and interacting with virtual robots. The study evaluated the effects of design methods using gamification elements and virtual robots on the design process and design results. The results show that this approach effectively increases the engagement and enjoyment of the design process, while also promoting innovation and sustainability of the design results. The urban landscape design method based on gamification elements and virtual robots has broad application prospects, which can bring more creativity and fun to urban landscape design.