Off-Peak: An Examination of Ordinary Player Experience

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorTyack, Aprilen_US
dc.contributor.authorMekler, Elisaen_US
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.contributor.departmentProf. Mekler Elisaen_US
dc.date.accessioned2021-08-04T06:43:01Z
dc.date.available2021-08-04T06:43:01Z
dc.date.issued2021-05-06en_US
dc.description.abstractVideogames' increasing cultural relevance and suffusion into everyday use contexts suggests they can no longer be considered novelties. Broadly speaking, games research at CHI has concerned two forms of peak experience—historically, research aimed to support flow, or maximise enjoyment and positive emotions; more recently, scholarship engages with more varied experiences of intense emotion, such as emotional challenge. In different ways, both approaches emphasise extra-ordinary player experience (PX). Conversely, videogame play and PX have become more routine—indeed, more ordinary—as the medium's cultural presence grows. In this paper, we argue that HCI games research is conceptually ill-equipped to investigate these increasingly common and often desirable experiences. We conceptualise "ordinary player experience'' – as familiar, emotionally moderate, co-attentive, and abstractly memorable – articulating a phenomenon whose apparent mundanity has seen it elude description to date. We discuss opportunities to productively employ ordinary PX in HCI games research, alongside conceptual implications for PX and player wellbeing.en
dc.description.versionPeer revieweden
dc.format.extent12
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationTyack , A & Mekler , E 2021 , Off-Peak: An Examination of Ordinary Player Experience . in CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems : Making Waves, Combining Strengths . , 115 , ACM , ACM SIGCHI Annual Conference on Human Factors in Computing Systems , Yokohama , Japan , 08/05/2021 . https://doi.org/10.1145/3411764.3445230en
dc.identifier.doi10.1145/3411764.3445230en_US
dc.identifier.isbn9781450380966
dc.identifier.otherPURE UUID: 90717411-c2af-4598-8d97-3a3424c12779en_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/90717411-c2af-4598-8d97-3a3424c12779en_US
dc.identifier.otherPURE LINK: http://www.scopus.com/inward/record.url?scp=85106707287&partnerID=8YFLogxKen_US
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/65653980/Off_Peak_AnExaminationOfOrdinaryPlayerExperience.3411764.3445230.pdfen_US
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/108918
dc.identifier.urnURN:NBN:fi:aalto-202108048162
dc.language.isoenen
dc.relation.ispartofACM SIGCHI Annual Conference on Human Factors in Computing Systemsen
dc.relation.ispartofseriesCHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systemsen
dc.rightsopenAccessen
dc.titleOff-Peak: An Examination of Ordinary Player Experienceen
dc.typeConference article in proceedingsfi
dc.type.versionpublishedVersion
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