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Continuity of Expectation: User Experience in Game Sequels
Umeå University, Faculty of Social Sciences, Department of Informatics.
2016 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

This study asks the question; "How can playing a series of games be considered a continuous experience, rather than isolated experiences?". By asking this question, this study aims to enable game design evaluation from a new perspective, using HCI tools and theories. There is a qualitative study of a sequel game, interviewing players from a GameFlow perspective. Answers are compared to reveal differences based on thei rexperience with previous games in the series. This is done to see if looking at game design through new perspectives opens up for new context-based design opportunities. Design opportunities are analysed from an activity theory perspective, to not only uncover issues, but also explain them. By doing so, this study shows that it is possible to consider a sequelto a game a continuous experience, and that taking this into account during game design opens up for new opportunities.

Place, publisher, year, edition, pages
2016. , 28 p.
Informatik Student Paper Master (INFSPM), SPM 2016.10
Keyword [en]
game design, sequel, continuity, user expectation
National Category
Information Systems, Social aspects
URN: urn:nbn:se:umu:diva-122057OAI: diva2:936901
Educational program
Master's Programme in Human-Computer Interaction
Available from: 2016-06-14 Created: 2016-06-14 Last updated: 2016-06-14Bibliographically approved

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fulltext(363 kB)29 downloads
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Type fulltextMimetype application/pdf

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Wikman, Dennis
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