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dc.contributor.authorVahlo, Jukka
dc.contributor.authorTuuri, Kai
dc.date.accessioned2024-09-09T10:53:59Z
dc.date.available2024-09-09T10:53:59Z
dc.date.issued2025
dc.identifier.citationVahlo, J., & Tuuri, K. (2025). Eight types of video game experience. <i>Entertainment Computing</i>, <i>52</i>, Article 100882. <a href="https://doi.org/10.1016/j.entcom.2024.100882" target="_blank">https://doi.org/10.1016/j.entcom.2024.100882</a>
dc.identifier.otherCONVID_242562823
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/96971
dc.description.abstractThe 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.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherElsevier
dc.relation.ispartofseriesEntertainment Computing
dc.rightsCC BY-NC 4.0
dc.subject.othergame experience types
dc.subject.othersurvey
dc.subject.otherlatent class analysis
dc.subject.othergame preferences
dc.titleEight types of video game experience
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202409095852
dc.contributor.laitosKasvatustieteiden ja psykologian tiedekuntafi
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosFaculty of Education and Psychologyen
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn1875-9521
dc.relation.volume52
dc.type.versionpublishedVersion
dc.rights.copyright© 2024 The Authors. Published by Elsevier B.V.
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber353267
dc.relation.grantnumber353325
dc.subject.ysodigitaaliset pelit
dc.subject.ysovideopelit
dc.subject.ysopelikulttuuri
dc.subject.ysopelaaminen
dc.subject.ysokyselytutkimus
dc.subject.ysopelitutkimus
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p25376
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p10631
jyx.subject.urihttp://www.yso.fi/onto/yso/p21187
dc.rights.urlhttps://creativecommons.org/licenses/by-nc/4.0/
dc.relation.doi10.1016/j.entcom.2024.100882
dc.relation.funderResearch Council of Finlanden
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramResearch profiles, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundingprogramProfilointi, SAfi
jyx.fundinginformationThis work was funded by Kone Foundation (decision 201908388), Academy of Finland (Centre of Excellence in Game Culture Studies, decision 353267; PROFI 7 JYU.LearnDigi, decision 353325).
dc.type.okmA1


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CC BY-NC 4.0
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