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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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6 Investigat<strong>in</strong>g <strong>Experience</strong>s <strong>and</strong> Attitudes Toward Videogames 101<br />

Table 6.3 Comparison between players <strong>and</strong> non-players for the videogame activity<br />

Dimension Players Non-players Comb<strong>in</strong>ed groups<br />

General Useless Useless,<br />

Useless,<br />

thought-destroy<strong>in</strong>g thought-destroy<strong>in</strong>g<br />

Affect Motivat<strong>in</strong>g, attractive – Motivat<strong>in</strong>g<br />

<strong>Experience</strong> Excit<strong>in</strong>g, pleasant Stressful, difficult Excit<strong>in</strong>g, pleasant<br />

Miscellaneous Popular, obscure, sad,<br />

fast, strange<br />

Popular, obscure, costly Popular, obscure<br />

Fig. 6.4 Semantic profile for videogame activities, compar<strong>in</strong>g players <strong>and</strong> non-players (players:<br />

full l<strong>in</strong>es, non-players: dotted l<strong>in</strong>es)

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