The Edge of Glory: The Relationship between Metacritic Scores and Player Experience. Johnson, D., Watling, C., Gardner, J., & Nacke, L. E. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, of CHI PLAY '14, pages 141–150, New York, NY, USA, 2014. Association for Computing Machinery. event-place: Toronto, Ontario, Canada
The Edge of Glory: The Relationship between Metacritic Scores and Player Experience [link]Paper  doi  abstract   bibtex   
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.
@inproceedings{johnson_edge_2014,
	address = {New York, NY, USA},
	series = {{CHI} {PLAY} '14},
	title = {The {Edge} of {Glory}: {The} {Relationship} between {Metacritic} {Scores} and {Player} {Experience}},
	isbn = {978-1-4503-3014-5},
	url = {https://doi.org/10.1145/2658537.2658694},
	doi = {10.1145/2658537.2658694},
	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.},
	booktitle = {Proceedings of the {First} {ACM} {SIGCHI} {Annual} {Symposium} on {Computer}-{Human} {Interaction} in {Play}},
	publisher = {Association for Computing Machinery},
	author = {Johnson, Daniel and Watling, Christopher and Gardner, John and Nacke, Lennart E.},
	year = {2014},
	note = {event-place: Toronto, Ontario, Canada},
	keywords = {game experience questionnaire, metacritic, player experience, player experience of need satisfaction, psychology, videogames},
	pages = {141--150},
}

Downloads: 0