The Gameplay Enjoyment Model

被引:8
|
作者
Quick, John M. [1 ]
Atkinson, Robert K. [2 ]
Lin, Lijia [3 ]
机构
[1] Arizona State Univ, Mary Lou Fulton Teachers Coll, Tempe, AZ 85281 USA
[2] Arizona State Univ, Sch Comp Informat & Decis Syst Engn, Tempe, AZ USA
[3] East China Normal Univ, Sch Psychol & Cognit Sci, Shanghai, Peoples R China
关键词
Education; Enjoyment; Game Design; Individual Differences; Serious Games; Video Games;
D O I
10.4018/jgcms.2012100105
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
To date, reviews of the games literature have noted a lack of empirical studies examining the relationships between games and their purported benefits (Huizenga, Admiraal, & Dam, 2011; Vandercruysse, Vanderwaetere, & Clarebout, 2012; Young et al., 2012). Furthermore, researchers have called for a better understanding of the specific game features that may lead to beneficial outcomes (Hartmann & Klimmt, 2006; Klimmt, Schmid, & Orthmann, 2009; McNamara, Jackson, & Graesser, 2010; Vorderer, Bryant, Pieper, & Weber, 2006; Wilson et al., 2009). In this survey study, a structural equation modeling (SEM) approach was employed to better understand the specific features that influence player enjoyment of video games. The resulting Gameplay Enjoyment Model (GEM) explains players' overall Enjoyment of games, as well as their preferences for six specific types of enjoyment, including Challenge, Companionship, Competition, Exploration, Fantasy, and Fidelity. The implications of these model components are discussed in the context of educational game design and future directions for research are offered. GEM provides an empirical framework within which vital progress can be made in understanding the enjoyment of games and the role that games play in education.
引用
收藏
页码:64 / 80
页数:17
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