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Assessing the Core Elements of the Gaming Experience

  • Eduardo H. Calvillo-Gámez
  • Paul Cairns
  • Anna L. Cox
Chapter
Part of the Human–Computer Interaction Series book series (HCIS)

Abstract

This chapter presents the theory of the Core Elements of the Gaming Experience (CEGE). The CEGE are the necessary but not sufficient conditions to provide a positive experience while playing video-games. This theory, formulated using qualitative methods, is presented with the aim of studying the gaming experience objectively. The theory is abstracted using a model and implemented in questionnaire. This chapter discusses the formulation of the theory, introduces the model, and shows the use of the questionnaire in an experiment to differentiate between two different experiences.

Keywords

Latent Variable User Experience Positive Experience Personal Goal Observable Variable 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Notes

Acknowledgments

The authors wish to thank Dr. Sarah Faisal, Dr. Lidia Oshlyansky and Charlenne Jennett for valuable comments on this work. Eduardo H. Calvillo Gámez is sponsored by SEP-PROMEP.

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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Eduardo H. Calvillo-Gámez
    • 1
  • Paul Cairns
    • 2
  • Anna L. Cox
    • 3
  1. 1.Innovation and TechnologyCity of San Luis PotosíSan Luis PotosíMéxico
  2. 2.Computer Science DepartmentThe University of YorkYorkUK
  3. 3.UCL Interaction CentreUniversity College LondonLondonUK

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