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Title:      TRANSMEDIA PLAYER EXPERIENCE IN AN ACTION ADVENTURE
Author(s):      Huberta Kritzenberger
ISBN:      978-989-8533-22-7
Editors:      Katherine Blashki and Yingcai Xiao
Year:      2014
Edition:      Single
Keywords:      Player experience, control, cut-scenes, action adventure
Type:      Reflection Paper
First Page:      372
Last Page:      375
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Actively controlling the player character is an essential part of player experience in certain game genres. However, there is a tendency to withdraw from the player certain control options and substitute them by cinematic coded cut-scenes, which leave the player more or less passive. They are supposed to provide the user with cinematic experience. This paper examines such kind of transmedia situations in an action adventure and analyses discourse on user experience found on discussion platforms. Although the cinematic experience is regarded as having quality, it is not felt by the players to serve as an adequate substitution for the control options. Explanations from psychology suggest that control options are genre knowledge and satisfaction of basic human needs. The conclusion is drawn, that need satisfaction and cinematic experience cannot substitute each other, but they are a completely different kind of user experience.
   

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