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How casual games on mobile platforms impact player motivation through contextual situations and design choices
Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). (K3)
2020 (engelsk)Independent thesis Basic level (degree of Bachelor), 15 poäng / 22,5 hpOppgave
Abstract [en]

Games rapidly evolve, and can now be played anywhere, holding a wide spectrum of players ranging in age and game-experience. In this thesis I focus on casual games on mobile platforms, to try and locate how certain design choices of combining or placing design elements in certain space and time during the interaction of play, can motivate a player and evoke an interest in engaging and continuing play. For this thesis I research if psychological needs are fulfilled during different moments of play, how in- game visuals and interactions enhance player experience, in relation to their past experience and individual perception of relatable elements in the real world, and in-game. This research touches upon different design disciplines to build a foundation of understanding to create a base for an explorative process together with a focus group. The focus group provide relevant insights regarding the availability of the mobile phone as a platform for play, affordable situations for play, motivational design elements and choices, individual perception, and their relation to the game and its experience provided. 

sted, utgiver, år, opplag, sider
2020. , s. 55
Emneord [en]
Casual games, player motivation, player experience, mobile gaming, experience-centric, motivational affordances, situational affordances
HSV kategori
Identifikatorer
URN: urn:nbn:se:mau:diva-39311OAI: oai:DiVA.org:mau-39311DiVA, id: diva2:1519335
Utdanningsprogram
KS K3 Interaction Design (bachelor)
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Examiner
Tilgjengelig fra: 2021-02-01 Laget: 2021-01-18 Sist oppdatert: 2021-02-01bibliografisk kontrollert

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