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Attitudes to new technology and experiential dimensions of two different digital games

Published: 23 October 2004 Publication History

Abstract

This paper describes the effect of attitudes to new technology on user experience in two different digital games. User experience is measured by using a framework which includes perceptual-attentive, cognitive-emotional and motivational constructs. They form four experiential dimensions; Physical presence, Emotional involvement, Situational involvement and Performance competence. Attitudes to new technology were measured by asking from the subjects how interested in new technology they were. Two types of computer games were played in two different displays. The results show the dependence of experiential dimensions on subjects attitudes towards new technology. Attitudes to new technology modify the expectations and beliefs, hence the motivation of the user. The results have relevance especially when considering the optimal target group of marketing computer games.

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  • (2022)Exploring Private Scooter Owners’ Willingness to Introduce Their Own Scooter into Vehicle Sharing ServicesHCI in Mobility, Transport, and Automotive Systems10.1007/978-3-031-04987-3_34(507-516)Online publication date: 16-Jun-2022
  • (2015)Understanding Presence, Involvement, and Flow in Digital GamesGame User Experience Evaluation10.1007/978-3-319-15985-0_5(87-111)Online publication date: 5-Jun-2015
  • (2013)Acceptability of Video Games Technology for Medical Emergency TrainingInternational Journal of Gaming and Computer-Mediated Simulations10.5555/3273870.32738755:4(86-99)Online publication date: 1-Oct-2013
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cover image ACM Other conferences
NordiCHI '04: Proceedings of the third Nordic conference on Human-computer interaction
October 2004
472 pages
ISBN:1581138571
DOI:10.1145/1028014
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 October 2004

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Author Tags

  1. attitudes
  2. computer games
  3. experience
  4. involvement
  5. presence

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NordiCHI04
NordiCHI04: NordiCHI 2004
October 23 - 27, 2004
Tampere, Finland

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Overall Acceptance Rate 379 of 1,572 submissions, 24%

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Cited By

View all
  • (2022)Exploring Private Scooter Owners’ Willingness to Introduce Their Own Scooter into Vehicle Sharing ServicesHCI in Mobility, Transport, and Automotive Systems10.1007/978-3-031-04987-3_34(507-516)Online publication date: 16-Jun-2022
  • (2015)Understanding Presence, Involvement, and Flow in Digital GamesGame User Experience Evaluation10.1007/978-3-319-15985-0_5(87-111)Online publication date: 5-Jun-2015
  • (2013)Acceptability of Video Games Technology for Medical Emergency TrainingInternational Journal of Gaming and Computer-Mediated Simulations10.5555/3273870.32738755:4(86-99)Online publication date: 1-Oct-2013
  • (2013)Acceptability of Video Games Technology for Medical Emergency TrainingInternational Journal of Gaming and Computer-Mediated Simulations10.4018/ijgcms.20131001055:4(86-99)Online publication date: 1-Oct-2013
  • (2011)Car Racing in a Simulator: Validation and Assessment of Brake Pedal StiffnessPresence: Teleoperators and Virtual Environments10.1162/pres_a_0003320:1(47-61)Online publication date: Feb-2011
  • (2009)The movement patterns and the experiential components of virtual environmentsInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2009.05.00367:9(787-799)Online publication date: 1-Sep-2009
  • (2009)Presence, Involvement, and Flow in Digital GamesEvaluating User Experience in Games10.1007/978-1-84882-963-3_3(23-46)Online publication date: 29-Dec-2009
  • (2009)Developing and evaluating a reliable measure of user engagementProceedings of the American Society for Information Science and Technology10.1002/meet.2008.145045025845:1(1-10)Online publication date: 3-Jun-2009

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