Motivation is a fundamental concept in understanding people’s experiences and behavior. Yet, motivation to engage with an interactive system has received only limited attention in HCI. We report the development and validation of the User Motivation …
Plain Language and Easy-to-Read Language are two approaches to reduce language complexity, which are also applied in the context of Web Accessibility. While Easy-to-Read Language was specifically designed to meet the needs of people with cognitive …
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire (GEQ) is widely applied in games research, which might risk the proliferation of erroneous study implications. This concern motivated us to conduct a systematic …
Appropriate challenges and challenge-skill balance are usually key to positive player experiences. However, some games such as the successful series Dark Souls are notorious for their excessive difficulty. Yet, there has been little empirical …
Answering important design questions and delivering actionable insights within a couple of days is invaluable. Traditional playtests are often time consuming, expensive and deliver insights based on only a small sample of participants. Crowdsourced …
We describe and report the analysis of two widely used questionnaires to measure the player experience in digital games. In order to contribute to the further validation and meaningful application of the PENS and GEQ we examined the underlying …
Interest in gamification is growing steadily. But as the underlying mechanisms of gamification are not well understood yet, a closer examination of a gamified activity's meaning and individual game design elements may provide more insights. We …
It is heavily debated within the gamification community whether specific game elements may actually undermine users' intrinsic motivation. This online experiment examined the effects of three commonly employed game design elements -- points, …