Game dynamics that support snacking, not feasting

Dmitry Alexandrovsky, Maximilian Achim Friehs, Max V. Birk, Rowan K. Yates, Regan L. Mandryk

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureConferentiebijdrageAcademicpeer review

6 Citaten (Scopus)


Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction—called snacking—may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.

Originele taal-2Engels
TitelCHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
UitgeverijAssociation for Computing Machinery, Inc
Aantal pagina's16
ISBN van elektronische versie9781450366885
StatusGepubliceerd - 17 okt 2019
Evenement6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spanje
Duur: 22 okt 201925 okt 2019


Congres6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019
Internet adres


Duik in de onderzoeksthema's van 'Game dynamics that support snacking, not feasting'. Samen vormen ze een unieke vingerafdruk.

Citeer dit