Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting

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.

[1]  Yvonne de Kort,et al.  People, Places, and Play: A research framework for digital game experience in a socio-spatial context , 2007, DiGRA Conference.

[2]  Kevin Durkin,et al.  Computer Games and Australians Today , 1999 .

[3]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[4]  A. Buss,et al.  The aggression questionnaire. , 1992, Journal of personality and social psychology.

[5]  Peta Wyeth,et al.  GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.

[6]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[7]  K. Poels,et al.  "It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology , 2007, Future Play.

[8]  Frank Biocca,et al.  Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria , 2003, Presence: Teleoperators & Virtual Environments.

[9]  D. Kort,et al.  D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games , 2007 .

[10]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[11]  Regan L. Mandryk,et al.  Physiological indicators for the evaluation of co-located collaborative play , 2004, CSCW.

[12]  D. A. Kenny,et al.  The moderator-mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations. , 1986, Journal of personality and social psychology.

[13]  Anders Tychsen,et al.  Communication in Multi-player Role Playing Games - The Effect of Medium , 2006, TIDSE.

[14]  D. Kort,et al.  Digital Games as Social Presence Technology: Development of the Social Presence in Gaming Questionnaire (SPGQ) , 2007 .

[15]  Stefan Göbel,et al.  Technologies for Interactive Digital Storytelling and Entertainment, Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006 , 2006, TIDSE.

[16]  Yvonne de Kort,et al.  Influence of social setting on player experience of digital games , 2008, CHI Extended Abstracts.