Publication | Closed Access
Attitudes to new technology and experiential dimensions of two different digital games
10
Citations
5
References
2004
Year
Unknown Venue
New TechnologyOnline GamingConsumer ResearchComputer GamesAnalogue GamesPervasive GameProduct ExperienceExperiential DimensionsManagementEducational GameUser PerceptionGame DesignDesignUser AcceptanceUser ExperienceGame StudyMarketingTechnologyVernacular Game-makingTechnology Acceptance ModelDifferent Digital GamesInteractive MarketingHuman-computer InteractionArtsPlayer Experience
This paper describes the effect of attitudes to new technology on user experience in two different digital games. User experience is measured by using a framework which includes perceptual-attentive, cognitive-emotional and motivational constructs. They form four experiential dimensions; Physical presence, Emotional involvement, Situational involvement and Performance competence. Attitudes to new technology were measured by asking from the subjects how interested in new technology they were. Two types of computer games were played in two different displays. The results show the dependence of experiential dimensions on subjects attitudes towards new technology. Attitudes to new technology modify the expectations and beliefs, hence the motivation of the user. The results have relevance especially when considering the optimal target group of marketing computer games.
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