Abstract
There exists a growing concern in the game design community related to the understanding of the multifaceted nature of players’ experiences. This chapter addresses this relevant need by focusing on the attitudinal aspect of experiences and presents the differential semantic approach as a relevant and powerful methodology. Given the importance of attitudes orienting the cognitive and behavioral stance toward objects in general, and games in particular, researchers need to acquire the proper conceptual and methodological tools in order to investigate these significant aspects. This methodology allows researchers and designers to probe many aspects and questions related to attitudes toward games such as how do players perceive a game, a game genre, or a particular game episode. This chapter details the methodology, presents empirical results gathered using this approach, and offers fertile considerations regarding how a better understanding of attitudes toward games enlightens the gaming system and may help game designers develop innovative games tailored to their intended audiences.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The R statistical package was used to perform both graphical and numerical procedures; available at http://www.r-project.org, it is an open-source software similar to Splus.
- 2.
The exact statistical results are not shown for the two 7×26 tables, for a matter of concision; they are available on request.
References
Ajzen I (1989) Attitude structure and behavior. In: Pratkanis AR, Breckler S, Greenwald AJ (eds) Attitude Structure and Function. Lawrence Erlbaum Associates, Hillsdale.
Ajzen I, Madden TJ (1986) Prediction of goal-directed behavior: Attitudes, intentions, and perceived behavioral control. Journal of Experimental Social Psychology 22(5): 453–474.
Appelman RL (2007) Experiential modes of gameplay. In: Proceedings of DIGRA 2007, Tokyo.
Apter MJ (1991) A structural phenomenology of play. In: Kerr JH, Apter MG (eds) Adult Play: A Reversal Theory Approach. Swets & Zeitlinger, Amsterdam.
Argyle M (1987) The Psychology of Happiness. Menthuen & Co Publishing, New York.
Barnett MA et al. (1997) Late adolescents’ experiences with and attitudes towards videogames. Journal of Applied Social Psychology 27(15): 1316–1334.
Björk S, Holopainen J (2005) Patterns in Game Design. Charles River Media, Hingham, MA.
Bloch H et al. (1991) Grand Dictionnaire de la psychologie. Larousse, Paris.
Bonapace L (1999) The ergonomics of pleasure. In: Green WS, Jordan PW (eds) Human Factors in Product Design. Taylor and Francis, London.
Cardoso S (2007) The development of the affective value in the entertaining interaction. In: Proceedings of Kansei Engineering (Managing Emotion & Feeling) for Services and Products 2007, Lund.
Costello B (2007) A pleasure framework. LEONARDO 40(4): 370–371.
Crandall R (1980) Motivations for leisure. Journal of Leisure Research 12(1): 45–54.
Csikszentmihalyi M (1990) Flow: The Psychology of Optimal Experience. Harper and Row, New York.
Csikszentmihalyi M (1997) Finding Flow: The Psychology of Engagement with Everyday Life. Basic Books, New York.
D’Astous A et al. (2003) Comportement du consommateur. Chenelière/McGraw-Hill, Montreal.
Entertainment Software Association (2008) Essential facts about the computer and video game industry. http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf. Accessed 7 December 2008.
Ermi L, Mäyrä F (2005) Fundamental components of the gameplay experience: Analyzing immersion. DIGRA. http://www.digra.org/dl/db/06276.41516.pdf. Accessed 21 March 2007.
Fortugno N (2008) The strange case of the casual gamer. In: Isbister K, Schaffer N (eds) Game Usability: Advice from the Experts for Advancing the Player Experience. Morgan Kaufmann Publishers, Burlington.
Fullerton T (2008) Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 2nd edn. Morgan Kaufmann Publishers, Burlington.
Hunicke R, LeBlanc M, Zubek R (2004) MDA: A formal approach to game design and game research. Northwestern University. http://www.cs.northwestern.edu/~hunicke/MDA.pdf. Accessed 16 January 2007.
Koester R (2004) Theories of Fun for Game Design. Paraglyph, Scottsdale, AZ.
Kuniavsky M (2003) Observing the User Experience: A Practitioner’s Guide to User Research. Morgan Kaufmann Publishers, San Francisco, CA.
Lazzaro N (2004) Why we play games: Four keys to more emotion in player experiences. In: Proceedings of GDC 2004, San Jose. http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf. Accessed 28 December 2005.
Lemay P (2007a) Developing a pattern language for flow experiences in video games. In: Proceedings of DIGRA 2007, Tokyo.
Lemay P (2007b) Course notes. Jeux, expériences et interactions. Tuesday 11 September 2007. DESS en design de jeux. Université de Montréal.
Lemay P (2008) Game and flow concepts for learning: some considerations. In: McFerrin K, et al. (eds) Proceedings of Society for Information Technology & Teacher Education International Conference 2008, pp. 510–515. Chesapeake, VA: AACE.
Mandryk RL, Atkins MS, Inkpen KM (2006) A continuous and objective evaluation of emotional experience with interactive play environments. In: Proceedings of SIGCHI 2006, Montreal.
Mondragon S, Company P, Vergara M (2005) Semantic differential applied to the evaluation of machine tool design. International Journal of Industrial Ergonomics 35(11): 1021–1029.
Osgood CE, Suci G, Tannenbaum P (1957) The Measurement of Meaning. University of Illinois Press, Urbana, IL.
Pagulayan RJ, Keeker K, Wixon D, Romero RL, Fuller T (2003) User-centered design in games. In: Jacko JA, Sears A (eds) The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Human Factors and Ergonomics Society, Hillsdale.
Press M, Cooper R (2003) The Design Experience – The Role of Design and Designers in the Twentieth Century. Ashgate Publishers, Burlington.
Ragheb MG, Beard GB (1982) Measuring leisure attitudes. Journal of Leisure Research 14(2): 155–167.
Ragheb MG, Tate R (1993) A behavioural model of leisure participation, based on leisure attitudes, motivation and satisfaction. Leisure Studies 12(1): 61–70.
Salen K, Zimmerman E (2004) Rules of Play – Game Design Fundamentals. MIT Press, Cambridge.
Schmitt B (1999) Experiential Marketing. The Free Press, New York.
Shedroff N (2001) Experience Design. New Riders Publishing, Indianapolis, IN.
Sweetser P, Wyeth P (2005) GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Press, New York.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer-Verlag London
About this chapter
Cite this chapter
Lemay, P., Maheux-Lessard, M. (2010). Investigating Experiences and Attitudes Toward Videogames Using a Semantic Differential Methodology. In: Bernhaupt, R. (eds) Evaluating User Experience in Games. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-963-3_6
Download citation
DOI: https://doi.org/10.1007/978-1-84882-963-3_6
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-84882-962-6
Online ISBN: 978-1-84882-963-3
eBook Packages: Computer ScienceComputer Science (R0)