The Thing about gaming experience

Despite the increasing popularity in the academic and practical fields of digital gaming, little has been explored and documented about gaming experience, especially firsthand account. This study uses Bruno Latour’s concept of the Thing while investigating digital gaming experience from frequent gam...

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Bibliographic Details
Main Author: Alaa, Alaqra
Format: Others
Language:English
Published: Umeå universitet, Institutionen för datavetenskap 2013
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73161
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spelling ndltd-UPSALLA1-oai-DiVA.org-umu-731612013-06-19T04:09:56ZThe Thing about gaming experienceengAlaa, AlaqraUmeå universitet, Institutionen för datavetenskap2013Computer scienceDatavetenskapDespite the increasing popularity in the academic and practical fields of digital gaming, little has been explored and documented about gaming experience, especially firsthand account. This study uses Bruno Latour’s concept of the Thing while investigating digital gaming experience from frequent gamers’ standpoint using focus groups methodology. Additionally in-depth interviews were conducted with developers in order to gain a business perspective on the status of digital games development with regard to gamers. From the findings, Reality, Game, and Player were identified as agencies and their associations with the experiences of the gamers were gathered in making the Thing about gaming experience a matter of concern providing new meanings and further understandings of the abstract sets of experiences. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73161UMNAD ; 939application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Computer science
Datavetenskap
spellingShingle Computer science
Datavetenskap
Alaa, Alaqra
The Thing about gaming experience
description Despite the increasing popularity in the academic and practical fields of digital gaming, little has been explored and documented about gaming experience, especially firsthand account. This study uses Bruno Latour’s concept of the Thing while investigating digital gaming experience from frequent gamers’ standpoint using focus groups methodology. Additionally in-depth interviews were conducted with developers in order to gain a business perspective on the status of digital games development with regard to gamers. From the findings, Reality, Game, and Player were identified as agencies and their associations with the experiences of the gamers were gathered in making the Thing about gaming experience a matter of concern providing new meanings and further understandings of the abstract sets of experiences.
author Alaa, Alaqra
author_facet Alaa, Alaqra
author_sort Alaa, Alaqra
title The Thing about gaming experience
title_short The Thing about gaming experience
title_full The Thing about gaming experience
title_fullStr The Thing about gaming experience
title_full_unstemmed The Thing about gaming experience
title_sort thing about gaming experience
publisher Umeå universitet, Institutionen för datavetenskap
publishDate 2013
url http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73161
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