Emotional reactions of different interface formats: Comparing digital and traditional board games

Some games provide both traditional board games and digital versions at the same time in the market. Why the rise of virtual games has not forced traditional physical board games to disappear? Do traditional physical games evoke different emotional reactions and interpersonal relationships? This art...

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Main Authors: Yu-Min Fang, Kuen-Meau Chen, Yi-Jhen Huang
Format: Article
Language:English
Published: SAGE Publishing 2016-03-01
Series:Advances in Mechanical Engineering
Online Access:https://doi.org/10.1177/1687814016641902
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spelling doaj-6e2c1fca410a476d862540c546776a502020-11-25T03:32:32ZengSAGE PublishingAdvances in Mechanical Engineering1687-81402016-03-01810.1177/168781401664190210.1177_1687814016641902Emotional reactions of different interface formats: Comparing digital and traditional board gamesYu-Min FangKuen-Meau ChenYi-Jhen HuangSome games provide both traditional board games and digital versions at the same time in the market. Why the rise of virtual games has not forced traditional physical board games to disappear? Do traditional physical games evoke different emotional reactions and interpersonal relationships? This article explored the subjects’ preferences toward traditional and digital versions of the same game and investigated social interaction while playing games. Based on Norman’s three emotional design levels—visceral, behavioral, and reflective levels—this study examined players’ satisfaction degree. This study also applied Positive and Negative Affect Schedule to measure subjects’ emotional reactions. Monopoly and Jenga games were selected as stimuli. A total of 77 subjects received tests of three different interface formats (physical, desktop, and tablet) and then filled out the questionnaire. The findings successfully evidenced the significant differences between digital and traditional board games. The statistical results indicated that satisfaction degrees of digital games declined in visceral, behavioral, and reflective levels. Traditional games not only evoked users’ stronger emotional reactions but also received higher preferences. Traditional games could improve interpersonal relationships as well.https://doi.org/10.1177/1687814016641902
collection DOAJ
language English
format Article
sources DOAJ
author Yu-Min Fang
Kuen-Meau Chen
Yi-Jhen Huang
spellingShingle Yu-Min Fang
Kuen-Meau Chen
Yi-Jhen Huang
Emotional reactions of different interface formats: Comparing digital and traditional board games
Advances in Mechanical Engineering
author_facet Yu-Min Fang
Kuen-Meau Chen
Yi-Jhen Huang
author_sort Yu-Min Fang
title Emotional reactions of different interface formats: Comparing digital and traditional board games
title_short Emotional reactions of different interface formats: Comparing digital and traditional board games
title_full Emotional reactions of different interface formats: Comparing digital and traditional board games
title_fullStr Emotional reactions of different interface formats: Comparing digital and traditional board games
title_full_unstemmed Emotional reactions of different interface formats: Comparing digital and traditional board games
title_sort emotional reactions of different interface formats: comparing digital and traditional board games
publisher SAGE Publishing
series Advances in Mechanical Engineering
issn 1687-8140
publishDate 2016-03-01
description Some games provide both traditional board games and digital versions at the same time in the market. Why the rise of virtual games has not forced traditional physical board games to disappear? Do traditional physical games evoke different emotional reactions and interpersonal relationships? This article explored the subjects’ preferences toward traditional and digital versions of the same game and investigated social interaction while playing games. Based on Norman’s three emotional design levels—visceral, behavioral, and reflective levels—this study examined players’ satisfaction degree. This study also applied Positive and Negative Affect Schedule to measure subjects’ emotional reactions. Monopoly and Jenga games were selected as stimuli. A total of 77 subjects received tests of three different interface formats (physical, desktop, and tablet) and then filled out the questionnaire. The findings successfully evidenced the significant differences between digital and traditional board games. The statistical results indicated that satisfaction degrees of digital games declined in visceral, behavioral, and reflective levels. Traditional games not only evoked users’ stronger emotional reactions but also received higher preferences. Traditional games could improve interpersonal relationships as well.
url https://doi.org/10.1177/1687814016641902
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AT kuenmeauchen emotionalreactionsofdifferentinterfaceformatscomparingdigitalandtraditionalboardgames
AT yijhenhuang emotionalreactionsofdifferentinterfaceformatscomparingdigitalandtraditionalboardgames
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