Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II

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dc.contributor.authorErb, Valerieko
dc.contributor.authorLee, Seyeonko
dc.contributor.authorDoh, Young Yimko
dc.date.accessioned2021-11-23T06:44:14Z-
dc.date.available2021-11-23T06:44:14Z-
dc.date.created2021-11-22-
dc.date.created2021-11-22-
dc.date.created2021-11-22-
dc.date.issued2021-09-
dc.identifier.citationFRONTIERS IN PSYCHOLOGY, v.12-
dc.identifier.issn1664-1078-
dc.identifier.urihttp://hdl.handle.net/10203/289386-
dc.description.abstractWhile player characters (PCs) are the key element in engaging players in narrative games, the experience and relationship of the player with the PC have received scarce attention from the perspective of the subjective player experience. The diversity of players and the importance of the PC in the game suggests meaningful connections between how players relate to their PC and the resulting satisfaction with the game. We, therefore, investigated in this study how the player-character relationship influences satisfaction of the player with the game. We performed semi-structured in-depth interviews with 12 players of The Last of Us Part II, a game that has elicited highly polarized reactions in relation to how players responded to a switch of the PC in the game. Through thematic analysis, three themes were found, illustrating the connection between aspects of the player-character relationship and the overall game satisfaction. The themes are "Tolerance of forced character switch", "Malleability of character image" and "Flexibility of character attachment". We discuss how those findings should be taken into consideration when designing diverse and meaningful gaming experiences.</p>-
dc.languageEnglish-
dc.publisherFRONTIERS MEDIA SA-
dc.titlePlayer-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II-
dc.typeArticle-
dc.identifier.wosid000717305900001-
dc.identifier.scopusid2-s2.0-85116877543-
dc.type.rimsART-
dc.citation.volume12-
dc.citation.publicationnameFRONTIERS IN PSYCHOLOGY-
dc.identifier.doi10.3389/fpsyg.2021.709926-
dc.contributor.localauthorDoh, Young Yim-
dc.contributor.nonIdAuthorErb, Valerie-
dc.description.isOpenAccessY-
dc.type.journalArticleArticle-
dc.subject.keywordAuthorplayer character-
dc.subject.keywordAuthorplayer-character relationship-
dc.subject.keywordAuthorgame satisfaction-
dc.subject.keywordAuthorplayer experience-
dc.subject.keywordAuthorThe Last of Us-
dc.subject.keywordAuthorvideo games-
dc.subject.keywordPlusVIDEO GAMES-
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