TY - GEN
T1 - “I’m the leader and I’m going to save the world”: Characterizing Empowering and Disempowering Game Experiences
AU - Vornhagen, Jan Benjamin
AU - Bennett, Daniel
AU - Murphy, Dooley
AU - Mekler, Elisa
PY - 2023
Y1 - 2023
N2 - Empowering people through technology is a core concern of HCI, yet little is known about how players experience empowerment or disempowerment through videogames. We surveyed 250 participants about their dis-/empowering videogame experiences, investigating why they felt dis-/empowered, and how these experiences related to core player experience constructs including emotion and basic needs satisfaction. While empowering experiences were often positive, and disempowering experiences often negative, we found meaningful exceptions to this, and a surprising complexity in player accounts. We capture this diversity in seven themes. These range from “heroic victories´´ which follow long periods of failure, to positive experiences of disempowerment, which were appreciated for their narrative meaning. By articulating these complex experiences, and relating them to quantitative measures we provide a foundation for understanding of the role of dis-/empowerment in player experience, and highlight avenues for future work. Data and analyses are available at https://osf.io/zhtu8/
AB - Empowering people through technology is a core concern of HCI, yet little is known about how players experience empowerment or disempowerment through videogames. We surveyed 250 participants about their dis-/empowering videogame experiences, investigating why they felt dis-/empowered, and how these experiences related to core player experience constructs including emotion and basic needs satisfaction. While empowering experiences were often positive, and disempowering experiences often negative, we found meaningful exceptions to this, and a surprising complexity in player accounts. We capture this diversity in seven themes. These range from “heroic victories´´ which follow long periods of failure, to positive experiences of disempowerment, which were appreciated for their narrative meaning. By articulating these complex experiences, and relating them to quantitative measures we provide a foundation for understanding of the role of dis-/empowerment in player experience, and highlight avenues for future work. Data and analyses are available at https://osf.io/zhtu8/
KW - Human-Computer Interaction
KW - Player Empowerment
KW - Videogame Experience
KW - Emotion in Gaming
KW - Narrative Meaning in Games
KW - Human-Computer Interaction
KW - Player Empowerment
KW - Videogame Experience
KW - Emotion in Gaming
KW - Narrative Meaning in Games
U2 - 10.1145/3611071
DO - 10.1145/3611071
M3 - Article in proceedings
BT - CHI PLAY 2023
ER -