Why we Play Games: Four Keys to More Emotion without Story
By Nicole Lazzaro. 2004
579 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/2c62e7ddb42506beb06cad57c7bd9ee4a93b714c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Jan H. Kietzmann
- María-Blanca Ibáñez-Espiga
- Karen Robson
- Kirk Plangger
- Ian Paul McCarthy
- Carlos Delgado Kloos
- Ben Cowley
- Leyland F. Pitt
Citations in the corpus
- GameFlow: a model for evaluating player enjoyment in games (2005, background): “Games should support social interactions through chat and online boards [Lazzaro 2004].”
- Toward an understanding of flow in video games (2008, background): “One complication is that common negative gaming experiences (such as frustration [Lazzaro 2004]) are interdependent with positive experiences (such as fiero [Lazzaro 2004] for some players (conqueror types; see Section 2.2).”
- Is it all a game? Understanding the principles of gamification (2015, background): “The adrenaline rush resulting from surviving a vicarious adventure or mastering a mental challenge and the associated dynamics is more important than the rules that make them possible (Lazzaro, 2004).”
- Does Body Movement Engage You More in Digital Game Play? and Why? (2007, background): “In a qualitative study, Lazzaro [14] used facial expressions and surveys of players to identify four factors characterizing fun: hard fun (similar to the challenge factor of Malone), easy fun (similar to the curiosity factor of Malone), altered states (closely related to Malone's fantasy factor) and”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “In the game design arena, Lazzaro identifies four keys to unlocking players’ emotions: 1) providing opportunities for challenge, strategy, and problem solving (hard fun); 2) introducing elements that foster mystery, intrigue, and curiosity (easy fun); 3) leading players to excitement or relief moods”