Experiencing Need Satisfaction: The Key Ingredient of Successful Games
In
another study, we wanted to compare the PENS model to two games that
are already proven to differ in terms of their critical and commercial
success. To do so, we chose two adventure games (Nintendo), one highly
rated and one poorly rated, based on their rankings at
gamerankings.com. We like gamerankings.com because it is pulling
together rankings across users and many review sites, and hence is less
prone to bias. The highly rated game (98%) was Ocarina of Time
(surprise, surprise) and the poorly rated game was A Bug’s Life (57%),
chosen because it had both a low rating and was a similar
genre/platform to Ocarina (we wanted the major difference to be
quality, and not genre/platform).
First, as a way of validating that our PENS measures actually
predict game quality, we had participants play each game in our lab and
rate their experience. Zelda had significantly higher scores on our
measures, as well as having higher scores on both enjoyment and the
player’s prediction of how long into the future the game would continue
to be fun for them to play. The significant correlations are summarized
in Table 7.
PENS had roughly twice the power that game ratings did in predicting
enjoyment and value, but both the PENS method and game rankings were
significantly correlated with outcomes. Then we ran a regression with
both PENS and game rankings competing to see which was really
responsible for predicting outcomes. As in the last study, the PENS
measures continued to be highly predictive of both enjoyment and
perceived value, while game rankings lost their predictive value. In
other words, the empirical evidence (summarized in Table 8) shows that
it is the satisfaction of needs that is the real hero behind enjoyment
and perceived value, and perhaps also what lies at the heart of high
rankings in the first place.
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