(In Worlds in Play)
- Complement game definition/ontology with the player/act of gameplay
- Experience emerges in the "unique interaction process between the game and the player"
- Player and context, take part in the construction of the experience
- Elusive concept of "gameplay"
- Different games, different experiences
- Playing a game as a goal in itself
- Active vs passive (participation), absorption vs immersion (connection)
- Digital games as active, immersive (escapism)
- Immersion as one of the key components of the gameplay experience (is it really? Or is it just desirable?)
- Important aspects for interviewed children: audiovisual quality/style, level of challenge, imaginary world/fantasy
- Gameplay experience/immersion as a multidimensional phenomenon (well, yeah.)
- Sensory immersion, challenge-based immersion, and imaginative immersion (some games combine all three)
- Meaning-making contexts
- Survey to determine levels of immersion, all quite high (people choose favourite games, which tend to be more immersive?)
- Is immersion being confused/conflated with enjoyment, appreciation or aesthetic value? Ermi and Mäyrä say no, but in spite of their efforts to divest it of that value it seems like those connotations remain
- Modality of gameplay experience?
Showing posts with label Ermi. Show all posts
Showing posts with label Ermi. Show all posts
August 15, 2010
Laura Ermi and Frans Mäyrä, "Fundamental Components of the Gameplay Experience"
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