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http://hdl.handle.net/10773/39964
Title: | Peak-end rule in narrative videogames: analysis of players’ perceptions on social media about “The Last of Us Part II” and “God of War” |
Author: | Martins, Dalila Oliveira, Ana Patrícia Zagalo, Nelson |
Keywords: | Peak-end rule Player experience Video games Games ending Social media |
Issue Date: | Apr-2023 |
Publisher: | Association for Computing Machinery (ACM) |
Abstract: | The peak-end rule is a psychological heuristic that describes how people remember experiences based on the most extreme or peak moment, and on the final moment. This experience tends to influence people in how they judge the overall quality of something, particularly in video games. The most intense and/or exciting moment of the game, and its conclusion, are the important factors in determining the player’s willingness to continue playing, the memorization, and the dissemination. Through an exploratory analysis of the perceptions of players on social networks, regarding the video games "The Last of Us Part II" and "God of War", it was found that it is essential that the games have a peak and an ending to produce the positive effect and, consequently, be recognized by the gaming community, making these games as the most representative, remarkable and finished. |
Peer review: | yes |
URI: | http://hdl.handle.net/10773/39964 |
DOI: | 10.1145/3582437.3587195 |
ISBN: | 978-1-4503-9855-8 |
Appears in Collections: | DeCA - Capítulo de livro DigiMedia - Capítulo de livro |
Files in This Item:
File | Description | Size | Format | |
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3582437.3587195.pdf | 658.41 kB | Adobe PDF | View/Open |
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