Abstract
Although the social relevance of digital gaming has been discussed and investigated in cultural and sociological readings, social context has been largely neglected in terms of in-game player experience. In this paper we present a study in which player experience is empirically tested comprehen-sively, with the focus on the interplay between player enjoyment and social context. Self reports on the Game Experience Questionnaire and an aggression state questionnaire were explored for three play configurations: virtual, mediated, and co-located co-play. Additionally, effects of familiarity and winning vs. losing were tested. Results indicate that a co-located co-player significantly adds to the fun, challenge, and perceived competence in the game. Aggression was influenced by familiarity and performance. The effect of social context was mediated by the level of social presence. These findings illustrate that social context is an important determinant of player enjoyment and should be incorporated in models of player experience.
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Huizinga, J.: Homo Ludens: A Study of the Play Element in Culture. Beacon Press, Boston (1950)
Durkin, K., Aisbett, K.: Computer Games and Australians Today. Office of Film and Literature Classification, Sydney (1999)
Nielsen Interactive Entertainment: Video gamers in Europe – 2005. Research Report Prepared for the Interactive Software Federation of Europe (2005)
Tychsen, A., Smith, J.H., Hitchens, M., Tosca, S.: Communication in multi-player role playing games - the effect of medium. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 277–288. Springer, Heidelberg (2006)
de Kort, Y.A.W., IJsselsteijn, W.A., Poels, K.: Digital games as social presence technology: Development of the social presence questionnaire (SPGQ). In: Presence 2007 Conference, Barcelona, October 25-27 (2007)
Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Slaminen, M., Kivikangas, M.: Spatial presence and emotions during video game playing: Does it matter with whom you play? Presence: Teleoperators and Virtual Environments 15, 381–392 (2006)
Mandryk, R.L., Inkpen, K.M.: Physiological indicators for the evaluation of co-located collaborative play. In: CSCW 2004, Chicago, IL, USA, November 6-10, 2004 (2006)
Ermi, L., Mäyra, F.: Fundamental components of the gameplay experience: Analyzing immersion. In: de Castell, S., Jenson, J. (eds.) Changing Views: Worlds in Play. Selected papers of the 2005 DiGRA’s Second International Conference (2005)
Sweetser, P., Wyeth, P.: GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3(3) Article 3A (2005)
Klimmt, C.: Dimensions and determinants of the enjoyment of playing digital games: a three-level model. In: Copier, M., Raessens, J. (eds.) Level up: Digital games research conference, Faculty of Arts, Utrecht University (2003)
de Kort, Y.A.W., IJsselsteijn, W.A., Gajadhar, B.J.: People, places and play: A research framework for digital game experience in a socio-spatial context. In: DiGRA 2007 Conference, Tokyo, September 24-28 (2007)
Biocca, F., Harms, C., Burgoon, J.K.: Criteria for a theory and measure of social presence. Presence: Teleoperators & Virtual Environments 12(5), 456–480 (2003)
Gajadhar, B.J., de Kort, Y.A.W., IJsselsteijn, W.A.: Influence of social setting on player experience of digital games. In: CHI 2008 Conference, Florence, April 5-10 (2008)
Poels, K., de Kort, Y.A.W., IJsselsteijn, W.A.: It is always a lot of fun! Exploring Dimensions of Digital Game Experience using Focus Group Methodology. In: Proceedings of Futureplay 2007, Toronto, Canada, pp. 83–89 (2007)
IJsselsteijn, W.A., de Kort, Y.A.W. & Poels, K.: The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games (2008) (in preparation)
Resinari, R.: WoodPong. DoubleR Software, PC (2007)
Buss, A.H., Perry, M.: The aggression questionnaire. Journal of Personality and Social Psychology 63, 452–459 (1992)
Baron, R.M., Kenny, D.A.: The moderator-mediator variable distinction in social psychological research: Conceptual, strategic and statistical considerations. Journal of Personality and Social Psychology 51, 1173–1182 (1986)
Gajadhar, B.J., de Kort, Y.A.W., IJsselsteijn, W.A.: Rules of Engagement: Influence of social setting on player enjoyment in digital games (in preperation)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2008 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Gajadhar, B.J., de Kort, Y.A.W., IJsselsteijn, W.A. (2008). Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W., Rowland, D. (eds) Fun and Games. Fun and Games 2008. Lecture Notes in Computer Science, vol 5294. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-88322-7_11
Download citation
DOI: https://doi.org/10.1007/978-3-540-88322-7_11
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-88321-0
Online ISBN: 978-3-540-88322-7
eBook Packages: Computer ScienceComputer Science (R0)