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Cognition difference between players of different involvement toward the concrete design features in music games

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  • Yi-Chen Chen
  • Shyue-Ran Li

Abstract

When designing mobile games, how to understand preferences and cognition of players is a topic worth exploring. The main objectives of this paper are to obtain design features of music games on mobile devices, and explore players’ perceptions toward music games. The results can serve as an orientation during decision-making in game design. Based on Miryoku Engineering and the Evaluation Grid Method, this study interviewed 22 frequent users to get concrete features of game design; Moreover, 210 subjects were divided into high, medium, and low involvement groups according to CIP measures, and then this study used Multiple Regression analysis to determine whether players with different levels of involvement had different perceptions of the design features of music games. The results found 44 concrete features and six original evaluations items of game design, and also discovered that there were perception differences in different involvement groups, and only two concrete design features significantly influenced all three groups: ‘Extra games to earn more points after completing levels’ and ‘Playable without internet’.

Suggested Citation

  • Yi-Chen Chen & Shyue-Ran Li, 2019. "Cognition difference between players of different involvement toward the concrete design features in music games," PLOS ONE, Public Library of Science, vol. 14(5), pages 1-14, May.
  • Handle: RePEc:plo:pone00:0216276
    DOI: 10.1371/journal.pone.0216276
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    References listed on IDEAS

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    1. Jean-Noël Kapferer & Gilles Laurent, 1993. "Further evidence on the consumer involvement profile: five antecedents of involvement," Post-Print hal-00784124, HAL.
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