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Proceedings

The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience

Daniel Johnson, Christopher N. Watling, John Gardner, and Lennart Nacke. 2014. The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 141-150. doi:10.1145/2658537.2658694
PDFDOIBibTeX
@inproceedings{johnson2014edge,
Abstract = {This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.},
Address = {Toronto, ON, Canada},
Author = {D. Johnson, C. Watling, J. Gardner, and L. E. Nacke},
Booktitle = {Proceedings of CHI PLAY 2014},
Doi = {10.1145/2658537.2658694},
Img = {http://hcigames.com/wp-content/uploads/2015/05/the_edge_of_glory__the_relationship_between_m_scores_and_player_experience.png},
Organization = {ACM},
Pages = {141-150},
Publisher = {ACM},
Title = {The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience},
Url = {https://hcigames.com/download/the-edge-of-glory-the-relationship-between-metacritic-scores-and-player-experience},
Year = {2014},

Abstract

This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.
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