Útdráttur
The present chapter addresses the application of T-Pattern Detection to video games research. By their nature as interactive media, games offer great degrees of freedom for their users which can result in very different gaming experiences; strictly speaking, no two sessions are the same. If researchers do not plan to solely rely on summative post-session measures, but also intend to investigate media-use processes in their temporal course, these challenges call for an analysis method which proves to be robust towards such inter- individual differences in the data. We discuss the use of T-Pattern Detection as a method which meets these challenges. We present an example study which merges summative questionnaire data and structural process analysis data in order to investigate the reception processes that underlie the reception phenomenon of presence.
Upprunalegt tungumál | Enska |
---|---|
Titill gistiútgáfu | Neuromethods |
Útgefandi | Humana Press Inc. |
Síður | 183-193 |
Síðufjöldi | 11 |
DOI | |
Útgáfustaða | Útgefið - 2016 |
Ritröð
Nafn | Neuromethods |
---|---|
Bindi | 111 |
ISSN-númer (prentað) | 0893-2336 |
ISSN-númer (rafrænt) | 1940-6045 |
Athugasemd
Publisher Copyright:© Springer Science+Business Media New York 2016.