Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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    1145 research outputs found

    Like it or not: exploring the impact of (dis)liked background music on player behavior and experience

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    Entertainment media, including video games, utilize background music (BGM) to enhance ambiance and gameplay, with a growing trend of players replacing in-game audio with personal music for potentially improved gameplay. Yet, research has not systematically investigated the connection between liked or disliked BGM and player behavior and experience. With our work, we make this step by letting users play the popular and well-researched game Tetris with BGM of their choice, and go one step further by adding music to the game that they specifically dislike, as this direction has been neglected thus far, but could prove interesting to target certain player behavior or experience. In our lab-study (N=31) we found that liked BGM increased engagement with the game and enhanced player experience, while disliked music reduced immersion. These findings suggest that music preferences should be taken into greater account in game design, e.g. by offering more options for BGM customization

    Auditory, visual, or both? : comparing visual and auditory representations of game elements in a gamified image-tagging task

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    In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In this work we investigate the effect of different modalities of game elements (auditory, visual, audiovisual) on user experience, perception and performance in a gamified image-tagging task. We approached this via an online validation survey to find suitable sound effects (N=50), a main quantitative study (N=109) and a qualitative semi-structured interview (N=9). Our results show that while visual gamification increases performance, auditory and audiovisual gamification had no effect. However, they were shown to have an influence on the user's flow state. Our qualitative follow-up study shed light on underlying reasons and revealed each modality has its own drawbacks and advantages and that combining both visual and auditory aspects was preferred by participants

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    Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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