3.8 Proceedings Paper

Game Dynamics that Support Snacking, not Feasting

Publisher

ASSOC COMPUTING MACHINERY
DOI: 10.1145/3311350.3347151

Keywords

-

Ask authors/readers for more resources

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.

Authors

I am an author on this paper
Click your name to claim this paper and add it to your profile.

Reviews

Primary Rating

3.8
Not enough ratings

Secondary Ratings

Novelty
-
Significance
-
Scientific rigor
-
Rate this paper

Recommended

No Data Available
No Data Available