Subjective Experience of Rule-Based Immersion in AbstractStrategy Tabletop Games

Immersion, as a concept, has been well-studied in the context of various game elements such as narratives, game worlds, and audio-visual fidelity. However, there is little research on immersion within the context of rule-based game elements, i.e., non-narrative elements. This paper aims to empirically investigate the experiences generated by abstract strategy tabletop games in order to understand the association between rule-based game elements and immersion. To achieve this objective, participants were recruited to play three abstract strategy games following which post-gameplay interviews were conducted. Thematic analysis was then utilized to discover the conditions that may influence immersion. The results of the study indicate that various game characteristics, such as strategies, feedback, objectives, and action, or 'ludic elements', influence the experience of immersion. Furthermore, certain gameplay events, such as newness in the game state and dramatic changes in the game, or 'ludic events', were used by players to describe their gameplay experience. Additionally, differences in players' attitudes, preferences, and motivations, or 'player attributes', were found to play a significant role in eliciting immersive experiences.

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Publication Details

Published
2024-09-30
DOI
https://doi.org/10.26503/dl.v2024i1.2241
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

Subjective Experience of Rule-Based Immersion in AbstractStrategy Tabletop Games

Shruti Agrawal, Girish Dalvi
Digital Games and Media
article

Subjective Experience of Rule-Based Immersion in AbstractStrategy Tabletop Games

Shruti Agrawal, Girish Dalvi
article en

Abstract

Immersion, as a concept, has been well-studied in the context of various game elements such as narratives, game worlds, and audio-visual fidelity. However, there is little research on immersion within the context of rule-based game elements, i.e., non-narrative elements. This paper aims to empirically investigate the experiences generated by abstract strategy tabletop games in order to understand the association between rule-based game elements and immersion. To achieve this objective, participants were recruited to play three abstract strategy games following which post-gameplay interviews were conducted. Thematic analysis was then utilized to discover the conditions that may influence immersion. The results of the study indicate that various game characteristics, such as strategies, feedback, objectives, and action, or 'ludic elements', influence the experience of immersion. Furthermore, certain gameplay events, such as newness in the game state and dramatic changes in the game, or 'ludic events', were used by players to describe their gameplay experience. Additionally, differences in players' attitudes, preferences, and motivations, or 'player attributes', were found to play a significant role in eliciting immersive experiences.

Openalex Percentile: Top 55%
Digital Games and Media
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