Optimizing player and viewer amusement in suspense video games

dc.centroE.T.S.I. Informáticaes_ES
dc.contributor.authorDe la Torre-Moreno, Pablo
dc.contributor.authorLeón, Carlos
dc.contributor.authorSalguero-Hidalgo, Alberto Gabriel
dc.contributor.authorTapscott, Alan
dc.date.accessioned2024-12-11T12:35:58Z
dc.date.available2024-12-11T12:35:58Z
dc.date.issued2019-06-06
dc.departamentoLenguajes y Ciencias de la Computación
dc.description.abstractBroadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat. We reckon that these results can be applied to a broad narrative media, beyond interactive games.es_ES
dc.description.sponsorshipAgencia de Innovación y Desarrollo de Andalucía (Grant Number: SOL-201500054211-TRA) Ministerio de Ciencia y Tecnología (Grant Number: TIN2015-66655-R) Universidad Complutense de Madrid (Grant Number: FEI-EU-17-23) Fundación BBVAes_ES
dc.identifier.citationP. Delatorre, C. León, A. Salguero Hidalgo and A. Tapscott, "Optimizing Player and Viewer Amusement in Suspense Video Games," in IEEE Access, vol. 7, pp. 85338-85353, 2019, doi: 10.1109/ACCESS.2019.2924200es_ES
dc.identifier.doi10.1109/ACCESS.2019.2924200
dc.identifier.issn2169-3536
dc.identifier.urihttps://hdl.handle.net/10630/35599
dc.language.isoenges_ES
dc.publisherIEEEes_ES
dc.rightsAtribución 4.0 Internacional*
dc.rights.accessRightsopen accesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectVideojuegoses_ES
dc.subject.otherTeoría de la predicciónes_ES
dc.subject.otherSistemas narrativoses_ES
dc.titleOptimizing player and viewer amusement in suspense video gameses_ES
dc.typejournal articlees_ES
dc.type.hasVersionVoRes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication55b1fcd0-5773-4338-aee4-f06c4b117d61
relation.isAuthorOfPublication.latestForDiscovery55b1fcd0-5773-4338-aee4-f06c4b117d61

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