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Design av interaktionsmoment för spelarmotivation

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.

Författare

Adam Nylund Anton Åberg

Lärosäte och institution

Umeå universitet/Institutionen för informatik

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