ABSTRACT
This paper reports on a project that is investigating the way challenge affects optimal experience or flow in movement interaction games.
There are three important conditions to promote an optimal experience: a balance between the player's level of skill and the challenges that she/he has to face, goals that are clear and compatible and immediate feedback on the gaming session. The challenge-skills balance has been considered as the most important condition. It has also been proposed that the challenges of the game are composite in the sense that they can include cognitive, physical and affective factors. However, one key question that remains to be addressed is: what makes a challenge suitable? This paper addresses this question by investigating the role that familiarity plays when players consider how suitable a challenge is, and therefore how good a game is. This investigation is performed in an empirical way. A prototype of a movement interaction game is employed to compare familiar with unfamiliar challenges and also to investigate the effect that motivating an unfamiliar challenge has in its acceptance by players.
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Index Terms
- Familiarity of challenges and optimal experience in movement interaction games
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