The barrier of entry for casual players: An in-depth analysis on video game elements' effect on casual players
Authors
Jørgensen, Michael Kaul ; Larsen, Michelle
Term
4. term
Publication year
2020
Submitted on
2020-09-14
Abstract
This thesis investigates the barriers casual players encounter when engaging with video games and how specific design elements shape their motivation, mood, and willingness to keep playing. Casual players are defined as those who play occasionally, in contrast to hardcore players who devote many hours per week. Using a qualitative design, the study observes and interviews casual players as they play three selected games chosen for their genre, tutorial approach, and different control schemes. The analysis draws on Self-Determination Theory (Deci & Ryan, 1985) and Mood Management Theory (Zillmann, 2000) to assess intrinsic, extrinsic, and amotivation, and to examine how rewards and onboarding affect perceived competence and enjoyment. Findings indicate that simple, intuitive mechanics and tutorials enhance perceived competence and self-determination, whereas complex, unintuitive elements reduce motivation and discourage continued consumption. Extrinsic motivation among casual players primarily takes the form of identified regulation and external regulation, with goals and tangible or intangible rewards supporting engagement. Overall, casual players tend to be more self-determined than hardcore players and play chiefly for enjoyment. The study suggests developers can lower entry barriers by prioritizing intuitive design and encouraging the use of accessible options, while acknowledging the challenge of capturing casual players’ attention at the outset.
Denne specialeundersøgelse afdækker, hvilke barrierer casual-spillere møder, når de engagerer sig i videospil, og hvordan konkrete spilelementer påvirker deres motivation, humør og lyst til at fortsætte. Casual-spillere defineres som dem, der spiller lejlighedsvis, i modsætning til hardcore-spillere, der bruger mange timer om ugen. Med en kvalitativ tilgang observeres og interviewes casual-spillere, mens de spiller tre udvalgte spil, valgt ud fra genre, tutorial-tilgang og forskellige styringsmetoder. Analysen anvender Selvbestemmelsesteori (Deci & Ryan, 1985) og Mood Management-teori (Zillmann, 2000) til at vurdere intrinsisk, ekstrinsisk og amotivation samt hvordan belønninger og onboarding påvirker oplevet kompetence og glæde. Resultaterne viser, at simple, intuitive mekanikker og tutorials øger oplevet kompetence og selvbestemmelse, mens komplekse, uintuitive elementer mindsker motivationen og hæmmer videre forbrug. Ekstrinsisk motivation blandt casual-spillere antager primært formen identificeret regulering og ekstern regulering, hvor mål og materielle eller immaterielle belønninger understøtter engagement. Overordnet set er casual-spillere mere selvbestemte end hardcore-spillere og spiller primært for fornøjelsen. Studiet anbefaler, at udviklere sænker adgangsbarrierer ved at prioritere intuitivt design og opfordre til brug af tilgængelige muligheder, samtidig med at udfordringen med at fange casual-spilleres opmærksomhed ved opstart anerkendes.
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