A1 Journal article (refereed)
Eight types of video game experience (2025)


Vahlo, J., & Tuuri, K. (2025). Eight types of video game experience. Entertainment Computing, 52, Article 100882. https://doi.org/10.1016/j.entcom.2024.100882


JYU authors or editors


Publication details

All authors or editorsVahlo, Jukka; Tuuri, Kai

Journal or seriesEntertainment Computing

ISSN1875-9521

eISSN1875-953X

Publication year2025

Publication date30/08/2024

Volume52

Article number100882

PublisherElsevier

Publication countryNetherlands

Publication languageEnglish

DOIhttps://doi.org/10.1016/j.entcom.2024.100882

Publication open accessOpenly available

Publication channel open accessPartially open access channel

Publication is parallel published (JYX)https://jyx.jyu.fi/handle/123456789/96971


Abstract

The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.


Keywordsvideo gamesgame researchplaying (games and sports)digital gamesgame culturequestionnaire survey

Free keywordsgame experience types; survey; latent class analysis; game preferences


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Last updated on 2024-15-09 at 07:32