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A good reason to die: How avatar death and high challenges enable positive experiences?
ConferencePaper (Artikel, die in Tagungsbänden erschienen sind)
 
ID 3889119
Author(s) Petralito, Serge; Brühlmann, Florian; Iten, Glena; Mekler, Elisa D.; Opwis, Klaus
Author(s) at UniBasel Brühlmann, Florian
Iten, Glena
Mekler, Elisa
Opwis, Klaus
Year 2017
Title A good reason to die: How avatar death and high challenges enable positive experiences?
Book title (Conference Proceedings) Proceedings of the 35rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2017)
Volume CHI 2017, May 6–11, 2017, Denver, CO, USA
Place of Conference Denver, Colorada
Year of Conference 2017
Publisher Association for Computing Machinery (ACM)
Pages 5087-5097
Abstract Appropriate challenges and challenge-skill balance are usually key to positive player experiences. However, some games such as the successful series Dark Souls are notorious for their excessive difficulty. Yet, there has been little empiri- cal investigation of why players enjoy games they constantly struggle and fail with. We surveyed 95 participants right after the release of Dark Souls III about their experiences with the game, employing both open questions and different player experience measures. Players generally enjoyed challenging play sessions and mostly reported positive experiences, with achievement and learning moments strongly contributing to positive experiences. However, these factors themselves were enabled by negative events such as difficulties and avatar death. Our findings showcase that negative events bear a potential for forming positive and meaningful experiences, thus expanding previous knowledge about the role of challenge and failing in games. Moreover, the significance of hard-earned achieve- ments extends present design conventions.
edoc-URL http://edoc.unibas.ch/55956/
Full Text on edoc No
Digital Object Identifier DOI 10.1145/3025453.3026047
ISI-Number WOS:000426970504082
 
   

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