View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Digital Commons @ Butler University Butler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 11-2016 Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses Ryan Rogers Butler University,
[email protected] Julia Woolley Brett Sherrick Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Woolley, Julia; Sherrick, Brett; Bowman, Nicholas David; and Oliver, Mary Beth, "Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses" (2016). Scholarship and Professional Work - Communication. 147. https://digitalcommons.butler.edu/ccom_papers/147 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact
[email protected]. Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses 1 2 3 4 5 Ryan Rogers • Julia Woolley • Brett Sherrick • Nicholas David Bowman • Mary Beth Oliver Abstract Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their ‘‘most fun’’ or ‘‘most meaningful’’ video game experience (N = 575, randomly assigned to either condition).