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 editors: Vahlo, Jukka; Tuuri, Kai
Journal or series: Entertainment Computing
ISSN: 1875-9521
eISSN: 1875-953X
Publication year: 2025
Publication date: 30/08/2024
Volume: 52
Article number: 100882
Publisher: Elsevier
Publication country: Netherlands
Publication language: English
DOI: https://doi.org/10.1016/j.entcom.2024.100882
Publication open access: Openly available
Publication channel open access: Partially 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.
Keywords: video games; game research; playing (games and sports); digital games; game culture; questionnaire survey
Free keywords: game experience types; survey; latent class analysis; game preferences
Contributing organizations
Related projects
- Centre of Excellence in Game Culture Studies, continuation
- Koskimaa, Raine
- Research Council of Finland
- Profiling 7, 2023-2028
- Kunttu, Henrik
- Research Council of Finland
- GAME MUSIC EVERYDAY MEMORIES — EXPERIENCES AND MEANINGS OF DIGITAL GAMES THROUGH CHERISHED MUSIC MEMORIES (GAMEM)
- Tuuri, Kai
- Kone Foundation
Ministry reporting: Yes
JUFO rating: 1
Preliminary JUFO rating: 1