post the citation and attach a pdf of the article (10 pts)
Li, Mengxiang Jiang, Qiqi Tan, Chuan-Hoo Wei, Kwok-Kee (2014). Enhancing User–Game Engagement Through Software Gaming Elements. Journal of Management Information Systems.http://ezproxy.fhsu.edu:2048/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=cph&AN=95891292&site=ehost-live&scope=site
- What is the abstract of the article? (10 pts)
“User-game engagement is vital for building and retaining a customer base for software games. However, few studies have investigated such engagement during gameplay and the impact of gaming elements on engagement. Drawing on the theoretical foundation of engagement, we meticulously deduced two cognitive-related gaming elements of a software game, namely, game complexity and game familiarity, and argued that these elements have individual and joint effects on user-game engagement. This research adopted multimethod empirical investigations to validate our conceptions. The first investigation used electroencephalography and a self-report survey to study quantitatively the cognitive activities of user-game engagement. The second investigation adopted the qualitative interview method to triangulate the findings from the quantitative data. This research contributes to theory in two ways, namely, conceptualizing and empirically examining user-game engagement as well as theorizing and demonstrating how the two gaming elements affect user-game engagement. This work contributes to the gaming practice by providing a set of design principles for gaming elements. [ABSTRACT FROM AUTHOR]”
- Was the study experimental or non-experimental?
Experimental because they used EEG to measure cognitive waves while participants played games. Both difficult and easy. It might be quasi-experimental because they only had them hookup to the EEG for a set amount of time.
Was the research qualitative or quantitative?
The Study I chose had two studies in it, but I decided to focus on the quantitative side of the study. This research starts on the 4th page. The gather EEG data to make data tables and graphs.
What was the population studied?
Game users
What sample was used for this study?
44 participants (some with prior game experience, and some without game experience.)
- What was the method of measurement? (10 pts)
“Anchoring on the theoretical foundation of engagement, we propose a new conceptualization of user–game engagement and the consideration of two primary cognitive-based gaming elements that can potentially affect game engagement: game complexity and game familiarity”
“A game is made up of gaming elements [26]. Our review of the extant literature on game design has drawn our attention to two key gaming elements: game complexity and game familiarity [50]. From a cognitive standpoint, game complexity refers to the extent to which a game demands human cognitive capacity [4] while game familiarity refers to the extent to which a user is metaphorically conversant with the game schemata [50].” (Pg. 6)
– Game Complexity was based on how hard or easy the game was in the study.
– Game Familiarity was based on how familiar the user was with that game.
Nominal, and interval
- What was the method of analysis? (10 pts)
Empirical Research
- What was the conclusion of the study? (10 pts)
They say in the conclusion that the correlation in both elements of gaming and engagement of user could be used to firm their understanding of keeping and retaining game engagement. By using their results of gaming complexity and familiarity.
- Why is this study useful to you? Explain in detail. (10 pts)
This study is useful to me because they talk about how users on mobile phone complain about screen size so I could make a point of that in my research the screen size is one of the key things that has improved since gamming because popular. Mobile, Desktop, Laptops, and TV screens.
It also states that users familiar with complexity and familiarity do best when given a hard game with a troupe (plot or theme) that they are familiar with.
- What would be the next logical step in extending this study? (10 pts)
The original study only allotted 3 minutes of game play the most logical step in furthering the accuracy of this study is to increase the number of participants and the time allotted for them to play the games.
Hi Jeffrey, I thought you chose a very interesting topic to dive into. One thing that I thought you did great on your article review was your quotes. I liked how you answered some of the questions with quotes and then went on to explain what you meant by that quote. I wish you the best of luck going forward!
Sheldon Weber
Jeffrey,
Love the points you make about the screen size. This has seen a massive improvement in all aspects, with phones now becoming as big as some older tablets so that games have more real estate, coupled with better battery life.
Awesome review!
Hey Jeffrey, I’m happy to see someone chose a study revolving around video games! Due to my love for games, I thoroughly enjoyed reading your article review. I agree that complexity and familiarity with a game does affect engagement. Too difficult of a game can discourage gamers to not want to continue as the game appears to be too hard. On the other hand, if a game is too easy, gamers may not want to continue either because it’s not that big of a challenge for them. Aspects such as screen size, graphics, cosmetics, mechanics all play a role in helping a gamer to determine whether or not they would want to continue playing a game.
Regarding familiarity, what contributes to engagement is whether or not users are comfortable, not only with a particular game, but with the genre being played. Another logical step, while increasing the allotted time, could be having users play a game with no rewards and another with rewards throughout.