Do the Aesthetics of Video Games Matter? The Influence of Classical and Expressive Aesthetics on Video Game Engagement
Keywords:
games, aesthetics, engagement, immersion, video gamesAbstract
In the common perception aesthetic qualities of video games are the key to their commercial success. However, there is little evidence supporting this hypothesis. Studies of humancomputer interactions have established a distinction between classical and expressive aesthetics. The survey (N = 59) verified predictions concerning the essential role of expressive aesthetics in the formation of engagement and the experience of immersion in video games. There was no analogous dependence in the case of classical aesthetics. The obtained results allow a more detailed role of aesthetics in the reception of video games to be determined.References
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Strojny, P., Strojny, A. (2014). Kwestionariusz immersji - polska adaptacja i empiryczna weryfikacja narzędzia. Homo Ludens 1 (6), 171-186.
Tractinsky, N. (1997). Aesthetics and apparent usability: empirically assessing cultural and methodological issues. ACM CHI Conference Proceedings on Human Factors in Computing Systems, 115-122.
Chevalier, A., Maury, A.C., Fouquereau, N. (2014). The influence of the search complexity and the familiarity with the website on the subjective appraisal of aesthetics, mental effort and usability. Behaviour & Information Technology, 33 (2), 116-131.
Jennett, C., Cox, A., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66, 641-661.
Kup grę Minecraft na swoje urządzenie. (2016). Pozyskano z https://minecraft.net/pl/store/?ref=m (Dostęp 3-listopada-2016).
Kurosu, M., Kashimura, K. (1995). Apparent usability vs. inherent usability. CHI ‘95 Conference Companion, 292-293.
Lavie, T., Tractinsky, N. (2004). Assessing dimensions of perceived visual aesthetics of web sites. International Journal of Human-Computer Studies, 60 (3), 269-298.
Prajzner, K. (2009). Tekst jako świat i jako gra. Modele narracyjności w kulturze współczesnej. Łódź: Wydawnictwo Uniwersytetu Łódzkiego.
Ryan, R.M., Rigby, C.S., Przybylski, A.K. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 344-360.
Schell, J. (2008). The art of game design: A book of lenses. Burlington: Morgan Kaufmann Publishers.
Snyman, E. (2016). Are good graphics actually ruining games?. Pozyskano z http://www.gameskinny.com/mev4z/are-good-graphics-actually-ruining-games (Dostęp 12-kwietnia-2016).
Solarski, C. (2013). The aesthetics of game art and game design. Pozyskano z http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_art_and_.php (Dostęp: 4-kwietnia-2016).
Strojny, P., Strojny, A. (2014). Kwestionariusz immersji - polska adaptacja i empiryczna weryfikacja narzędzia. Homo Ludens 1 (6), 171-186.
Tractinsky, N. (1997). Aesthetics and apparent usability: empirically assessing cultural and methodological issues. ACM CHI Conference Proceedings on Human Factors in Computing Systems, 115-122.
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Published
2016-12-01
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Strojny, P., & Strojny, A. (2016). Do the Aesthetics of Video Games Matter? The Influence of Classical and Expressive Aesthetics on Video Game Engagement. Annales Universitatis Paedagogicae Cracoviensis Studia Psychologica, 9(1), 35–41. Retrieved from https://studia-psychologica.uken.krakow.pl/article/view/5622
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