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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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7. Explorations in Game Experience: A Case Study of ‘Horizon Zero Dawn’

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7.   Explorations in Game Experience: A Case Study of ‘Horizon Zero Dawn’

Barbaros Bostan

Game Design Department Bahcesehir University Istanbul, Turkey barbaros.bostan@comm.bau.edu.tr

Mehmet İlker Berkman

Communication Design Bahcesehir University Istanbul, Turkey ilker.berkman@comm.bau.edu.tr

Abstract—The aim of this study is to find the relationship between the specific gameplay elements of a chosen game and the gameplay experience it provides which will be measured by a selected survey from the literature, the Game Experience Questionnaire (GEQ). Before illustrating the relation between the game elements and the player experience measured via GEQ, a confirmatory factor analysis was conducted to validate the factor structure of GEQ and GEQ is also evaluated for its unidimensionality, internal reliability, convergent validity and discriminant validity. The selected game for the study is Horizon Zero Dawn which is an open-world action role-playing video game developed by Guerrilla Games. Selling more than 2.6 million units worldwide in two weeks, the game has become the best-selling new first party IP launch on the PlayStation 4. Our study aims to answer the following questions: (1) Can we measure a successful and popular game’s experience with GEQ? (2) What are the gameplay elements that make this game so popular? (3) Are there any correlations with the subscales of GEQ and the gameplay elements in question?

Keywords— game experience; gameplay elements; game experience questionnaire; GEQ; role playing games

I. Introduction

The concept of user experience is...

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