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Game Research Studies
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Console Generation Sustainability
Effect of User Interface on the Experience of Horror in Games
Anchoring Effect
This research paper will study player experience in a single-player maze-action game called CounterPacMan by measuring player experience in different constructs of the Player Experience Inventory (PXI) when playing as the antagonist character or the protagonist character. The study will use a combination of qualitative (think-aloud protocol) and quantitative (mini Player Experience Inventory (mPXI) post-survey) methods to assess player experience and will use statistical analysis (independent t-test) to determine if there is a significant difference in player experience when playing as the antagonist or protagonist. The game design will be adjusted based on the results of the survey.
This document is discussing how game designers create experiences that engage with players. It mentions a specific game called "Within Reach," a third-person rock-climbing game, which was designed with the psychological concept of motivation in mind. The game has simple gameplay, difficult levels, and a timer, with the aim of creating a balanced experience that is easy to learn and difficult to master.
This document examines whether adding challenges from the entertainment game genre to serious game design can enhance player engagement and improve the conveyance of the game's message. The research focuses on a self-designed serious game about ancient Greek art periods and measures the player's learning outcomes and gameplay experience to investigate the impact of incorporating elements from entertainment games on player engagement.
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