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Regular version of the site

What is fun in online games?

On February,4  2014  Mariya Okuneva presented a report on "What is fun in online games?" at Ames-group regular seminar.

We propose to measure engagement/fun based on a particular conception of the player rooted in economic theory. We view the gamer as an entity whose “job” is to take their free time and their tools to produce a single output: fun. A game-designer provides tools that individuals purchase and then utilize to generate as much enjoyment as they can in the time they have available. It is useful to conceive of a player in this way for several reasons. First, it enables mathematical modeling of player behavior. Moreover, as we hope to convince the reader, it enables comparisons of individual players that can help clarify how effectively they make use of the games they play to create personal satisfaction. If a metric of player effectiveness can be produced, then it can shed light on several questions relevant to both academia and the industry. Furthermore, fun is associated with different motivations of play in online games. Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in nongaming applications.


 

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