Psychological triggers in video games

Peliteollisuudesta on hyvää vauhtia tulossa liikevaihdoltaan suurin viihdeteollisuuden haara ikinä. Erilaisten pelimuotojen lisääntyminen ja suurenevat voitot vaativatkin selvitystä siitä, mikä tekee peleistä pelattavia? Tämä tutkielma pyrkii määrittämään ja selvittämään digitaalisten pelien ominais...

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Main Author: Toivio, Olli
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Format: Bachelor's thesis
Language:eng
Published: 2016
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/51380
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author Toivio, Olli
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Toivio, Olli Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Toivio, Olli Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_sort Toivio, Olli
datasource_str_mv jyx
description Peliteollisuudesta on hyvää vauhtia tulossa liikevaihdoltaan suurin viihdeteollisuuden haara ikinä. Erilaisten pelimuotojen lisääntyminen ja suurenevat voitot vaativatkin selvitystä siitä, mikä tekee peleistä pelattavia? Tämä tutkielma pyrkii määrittämään ja selvittämään digitaalisten pelien ominaisuuksia jotka miellyttävät potentiaalisia sekä nykyisiä asiakkaita psykologiselta kannalta. Erilaisia tekijöitä analysoidaan yrittäessä määrittää ominaisuuksia jotka erottavat virtuaaliset pelit toisistaan ja vaikuttavat haluttavilta, mainittakoon muun muassa flow, immersio, tunteet ja hahmon identifikaatio. Tutkielmassa tuodaan esille erilaisia tapoja joilla saadaan flown ja immersion tunteet herätettyä, mainittakoon erityisesti GameFlow-malli. Pelisuunnitteluun liittyen myös eri lähestymistapoja pelaamistunteisiin esitellään, esimerkiksi the Four Keys, ja niiden implementointimahdollisuudet peleihin tulevat selvemmiksi. The gaming industry is working its way to becoming the largest entertainment industry ever. The rise of various kinds of gaming options and increase in revenue begs the question: what makes games playable? What are the factors that weigh in when trying to lure customers? This thesis aims to identify and explain the qualities of digital games that appeal to players and potential players on a psychological level. Different kinds of factors are used in analyzing what sorts of qualities virtual games have that play a part in customer persuasion and prolonged satisfaction, flow, immersion, emotion and character identification to name a few. In this thesis, different kinds of attributes are found. These attributes are identified as contributing states of flow and immersion, noticeably seen in the GameFlow model. Relating to game design, different kinds of approaches to game emotions are also introduced, for example the Four Keys, and their facilitation in games is opened.
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spellingShingle Toivio, Olli Psychological triggers in video games games virtual gaming psychological triggers emotional triggers flow immersion game design emotions addictions Tietojärjestelmätiede Information Systems Science
title Psychological triggers in video games
title_full Psychological triggers in video games
title_fullStr Psychological triggers in video games Psychological triggers in video games
title_full_unstemmed Psychological triggers in video games Psychological triggers in video games
title_short Psychological triggers in video games
title_sort psychological triggers in video games
title_txtP Psychological triggers in video games
topic games virtual gaming psychological triggers emotional triggers flow immersion game design emotions addictions Tietojärjestelmätiede Information Systems Science
topic_facet Information Systems Science Tietojärjestelmätiede addictions emotional triggers emotions flow game design games immersion psychological triggers virtual gaming
url https://jyx.jyu.fi/handle/123456789/51380 http://www.urn.fi/URN:NBN:fi:jyu-201609164128
work_keys_str_mv AT toivioolli psychologicaltriggersinvideogames