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dc.contributor.authorSchott, Gareth Richarden_NZ
dc.contributor.authorMarczak, Raphaëlen_NZ
dc.date.accessioned2018-02-01T01:32:15Z
dc.date.available2016en_NZ
dc.date.available2018-02-01T01:32:15Z
dc.date.issued2016en_NZ
dc.identifier.citationSchott, G. R., & Marczak, R. (2016). Exploring the cause of game (derived) arousal: What biometric accounts of player experience revealed. Transactions of the Digital Games Research Association (ToDiGRA): Special Issue: Snowbird DiGRA 2014, 2(2), 31–53.en
dc.identifier.issn2328-9422en_NZ
dc.identifier.urihttps://hdl.handle.net/10289/11620
dc.description.abstractThe function of this paper is to present research findings that ordinarily would never see the light of day, not because they have no value or significance, but they might seem marginal and less significant given the main focus of the research conducted. When studying player experience, there is value in widening the focus of research to avoid attributing too much value to one kind of experience over others. The findings presented here come from a much larger three-year research study into player experiences with games containing violence. The broad intent of the study was to query the strong association between effects research and responsive regulation measures (game classification). The research was guided by the idea that exploring “the extent to which the public’s perception of causal links between game playing and various social ills’ might be ‘moderated or even undermined by [knowledge of] how players actually respond to and negotiate their way through the content and characteristics of the medium” (OFLC, 2009, p. 24). To do this, the research employed a mixed methodology to examine player experience (as introduced in Schott et al., 2013a). The study produced a number of data points in order to characterize the multi-dimensional nature of players’ experiences. This paper focuses specifically on the outcome of utilizing a biometric measure (GSR) as a guide for determining which aspects, from game experiences that required hours of game play, should be assessed for their significance. The value of employing GSR as a textually neutral method for detecting which aspects of a game had an impact on players is assessed.
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.publisherETC Pressen_NZ
dc.relation.urihttp://todigra.org/index.php/todigra/article/view/38
dc.rightsThis article is published under a Creative Commons Attribution-NonCommercial-NoDerivs 2.5 Generic License
dc.subjectviolence
dc.subjectGSR
dc.subjectfeedback-based game metrics
dc.subjectgameplay performance segmentation
dc.titleExploring the cause of game (derived) arousal: What biometric accounts of player experience revealeden_NZ
dc.typeJournal Article
dc.relation.isPartOfTransactions of the Digital Games Research Association (ToDiGRA): Special Issue: Snowbird DiGRA 2014en_NZ
pubs.begin-page31
pubs.elements-id138296
pubs.end-page53
pubs.issue2en_NZ
pubs.notesSpecial issue, selected articles from the 2014 International DiGRA conference.en_NZ
pubs.organisational-group/Waikato
pubs.organisational-group/Waikato/2018 PBRF
pubs.organisational-group/Waikato/FASS
pubs.organisational-group/Waikato/FASS/2018 PBRF - FASS
pubs.organisational-group/Waikato/FASS/School of Arts
pubs.organisational-group/Waikato/FASS/School of Arts/Screen and Media Studies
pubs.organisational-group/Waikato/Student
pubs.publication-statusPublisheden_NZ
pubs.publisher-urlhttp://todigra.org/index.php/todigra/article/view/38en_NZ
pubs.volume2en_NZ


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