Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Elisa D. Mekler is active.

Publication


Featured researches published by Elisa D. Mekler.


human factors in computing systems | 2014

A systematic review of quantitative studies on the enjoyment of digital entertainment games

Elisa D. Mekler; Julia Ayumi Bopp; Alexandre N. Tuch; Klaus Opwis

Enjoyment has been identified as a central component of the player experience (PX), but various, overlapping concepts within PX make it difficult to develop valid measures and a common understanding of game enjoyment. We conducted a systematic review of 87 quantitative studies, analyzing different operationalizations and measures of game enjoyment, its determinants, and how these were related to other components of PX, such as flow, presence and immersion. Results suggest that game enjoyment describes the positive cognitive and affective appraisal of the game experience, and may in part be associated with the support of player needs and values. Further, we outline that enjoyment is distinct from flow in that it may occur independently of challenge and cognitive involvement, and argue that enjoyment may be understood as the valence of the player experience. We conclude with a discussion of methodological challenges and point out opportunities for future research on game enjoyment.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2013

Location matters, especially for non-salient features-An eye-tracking study on the effects of web object placement on different types of websites

Sandra P. Roth; Alexandre N. Tuch; Elisa D. Mekler; Javier A. Bargas-Avila; Klaus Opwis

Users have clear expectations of where web objects are located on a web page. Studies conducted with manipulated, fictitious websites showed that web objects placed according to user expectations are found faster and remembered more easily. Whether this is also true for existing websites has not yet been examined. The present study investigates the relation between location typicality and efficiency in finding target web objects in online shops, online newspapers, and company web pages. Forty participants attended a within-subject eye-tracking experiment. Typical web object placement led to fewer fixations and participants found target web objects faster. However, some web objects were less sensitive to location typicality, if they were more visually salient and conformed to user expectations in appearance. Placing web objects at expected locations and designing their appearance according to user expectations facilitates orientation, which is beneficial for first impressions and the overall user experience of websites.


human factors in computing systems | 2016

Momentary Pleasure or Lasting Meaning?: Distinguishing Eudaimonic and Hedonic User Experiences

Elisa D. Mekler; Kasper Hornbæk

User experience (UX) research has expanded our notion of what makes interactive technology good, often putting hedonic aspects of use such as fun, affect, and stimulation at the center. Outside of UX, the hedonic is often contrasted to the eudaimonic, the notion of striving towards ones personal best. It remains unclear, however, what this distinction offers to UX research conceptually and empirically. We investigate a possible role for eudaimonia in UX research by empirically examining 266 reports of positive experiences with technology and analyzing its relation to established UX concepts. Compared to hedonic experiences, eudaimonic experiences were about striving towards and accomplishing personal goals through technology use. They were also characterized by increased need fulfillment, positive affect, meaning, and long-term importance. Taken together, our findings suggest that while hedonic UX is about momentary pleasures directly derived from technology use, eudaimonic UX is about meaning from need fulfilment.


annual symposium on computer-human interaction in play | 2015

Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation

Sharon T. Steinemann; Elisa D. Mekler; Klaus Opwis

Games for change have attracted the interest of humanitarian aid organizations and researchers alike. However, their effectiveness to promote behavior such as donating remains unclear. Furthermore, little is known about how key game properties interactivity and presentation mode impact the effectiveness of these games, or how player attitudes and experiences relate to the interplay between game properties and donating behavior. In this study, experimental conditions were systematically varied in their interactivity and presentation mode. Thereby, 234 participants played, watched, or read through one of six variations of the narrative of the game Darfur is Dying. Following this, they were asked to choose the percentage of an unexpected bonus to donate to a charity. While interactivity increased donating by an average of 12%, presentation mode had no significant impact on the percentage donated. Thus, between presentation mode and interactivity, interactivity was found to be the more impactful game property. Moreover, appreciation fully mediated the relationship between interactivity and donating, hinting at its relevance for the evaluation of the effectiveness of games for change.


Journal of Media Psychology | 2017

Interactive Narratives Affecting Social Change

Sharon T. Steinemann; Glena Helen Iten; Klaus Opwis; Seamus F. Forde; Lars Frasseck; Elisa D. Mekler

Interactive narratives offer interesting opportunities for the study of the impact of media on behavior. A growing amount of research on games advocating social change, including those focusing on interactive narratives, has highlighted their potential for attitudinal and behavioral impact. In this study, we examine the relationship between interactivity and prosocial behavior, as well as potential underlying processes. A yoked study design with 634 participants compared an interactive with a noninteractive narrative. Structural equation modeling revealed no significant differences in prosocial behavior between the interactive and noninteractive condition. However, support for the importance of appreciation for and engagement with a narrative on subsequent prosocial behavior was observed. In summary, while results shed light on processes underlying the relationship between both noninteractive and interactive narratives and prosocial behavior, they also highlight interactivity as a multifaceted concept worth examining in further detail.


annual symposium on computer human interaction in play | 2016

Design and Preliminary Validation of The Player Experience Inventory

Vero Vanden Abeele; Lennart E. Nacke; Elisa D. Mekler; D. Johnson

We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. Our scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two subscales, one with dimensions at the functional level (i.e., dynamics) and one at the psycho-social level (i.e., aesthetics). The initial results, via principal factor analysis, suggest the scale can be used accurately to evaluate player experience. This work is our first step towards presenting a new, validated survey instrument for player experience evaluation.


annual symposium on computer human interaction in play | 2016

Heuristic Evaluation for Gameful Design

Gustavo Fortes Tondello; Dennis L. Kappen; Elisa D. Mekler; Marim Ganaba; Lennart E. Nacke

Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.


human factors in computing systems | 2017

A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences

Serge Petralito; Florian Brühlmann; Glena Helen Iten; Elisa D. Mekler; Klaus Opwis

Appropriate challenges and challenge-skill balance are usually key to positive player experiences. However, some games such as the successful series Dark Souls are notorious for their excessive difficulty. Yet, there has been little empirical investigation of why players enjoy games they constantly struggle and fail with. We surveyed 95 participants right after the release of Dark Souls III about their experiences with the game, employing both open questions and different player experience measures. Players generally enjoyed challenging play sessions and mostly reported positive experiences, with achievement and learning moments strongly contributing to positive experiences. However, these factors themselves were enabled by negative events such as difficulties and avatar death. Our findings showcase that negative events bear a potential for forming positive and meaningful experiences, thus expanding previous knowledge about the role of challenge and failing in games. Moreover, the significance of hard-earned achievements extends present design conventions.


nordic conference on human-computer interaction | 2012

The influence of banner placement and navigation style on the recognition of advertisement banners

Silvia Heinz; Elisa D. Mekler

This pre-study examined the influence of navigation style (aimless browsing vs. goal oriented information search) and banner placement (bottom vs. top of the page) on recall and recognition of online advertisements. A sample of 83 undergraduate students was randomly assigned to one of four conditions. Subjects were asked to either browse an online shop for jackets or search specific pieces of clothing. Results indicate that navigation style, but not banner placement influences recognition and recall. Further research should look into more subtle differences in navigation style and eye-tracking data could reveal additional insights.


human factors in computing systems | 2015

Facets In HCI: Towards Understanding Eudaimonic UX -- Preliminary Findings

Livia J. Müller; Elisa D. Mekler; Klaus Opwis

In recent years, researchers aimed to understand different facets of positive experiences with technology. Positive psychology, and recently also HCI, makes use of a hedonia/ eudaimonia distinction. Hedonia is understood as providing enjoyable experiences, whereas eudaimonia is associated with meaningful experiences. However, it is not clear how eudaimonia manifests in the HCI context. The aim of this explorative study is to provide empirical evidence for eudaimonia in HCI and outline what characterizes hedonic and eudaimonic user experiences. Results indicate that hedonic and eudaimonic user experiences often seem to occur at the same time. Preliminary analysis of user narratives show rich data and experiences with a huge range of different devices are described. Based on these findings further implications and research possibilities are discussed.

Collaboration


Dive into the Elisa D. Mekler's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge