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Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From Games

Published: 14 October 2024 Publication History

Abstract

Research on digital games has focused on engagement, often treating disengagement as a consequence of flawed game design and therefore undesirable. We want to explore disengagement in a different light, as we believe it can lead to an overall more positive player experience through closure and satisfaction. The end of a game session can often lead to conflict between children and their parents/guardians, which we believe can be reduced by proper disengagement built directly into the game design. Disengagement from digital games has not been explored with children in previous research, leaving a gap that we want to fill. Our demo Snarky’s Adventure tries to explore this by centering key design decisions around ending the game session after a selected amount of playtime and easing the player out. This can be used to explore different effects on the player experience that result from in-game communication of remaining play time and additional closure features.

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MP4 File - Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From Games
Research on digital games has focused on engagement, often treating disengagement as a consequence of flawed game design and therefore undesirable. We want to explore disengagement in a different light, as we believe it can lead to an overall more positive player experience through closure and satisfaction. The end of a game session can often lead to conflict between children and their parents/guardians, which we believe can be reduced by proper disengagement built directly into the game design. Disengagement from digital games has not been explored with children in previous research, leaving a gap that we want to fill. Our demo Snarky's Adventure tries to explore this by centering key design decisions around ending the game session after a selected amount of playtime and easing the player out. This can be used to explore different effects on the player experience that result from in-game communication of remaining play time and additional closure features.

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    cover image ACM Conferences
    CHI PLAY Companion '24: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play
    October 2024
    500 pages
    ISBN:9798400706929
    DOI:10.1145/3665463
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 14 October 2024

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    1. Children
    2. Disengagement
    3. Player Experience

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