Understanding players’ early gameplay experiences is crucial, especially in games with unconventional mechanics. Fez, a puzzle-platformer, introduces a perspective-rotation mechanic that transforms gameplay from 2D to a 3D-like experience. While prior studies have addressed soundtrack and usability, little is known about how such innovative design affects novice players during onboarding. This study investigated player experience using a mixed-methods evaluation grounded in Human-Computer Interaction and game design. We combined four validated instruments—SAM (emotion), IMI-Teq-Br (intrinsic motivation), UES-Br (engagement), and PX-Br (player experience) - with interviews and behavioral observations. Data from 27 participants revealed high pleasure, autonomy, and engagement, though perceived competence varied. UES-Br scores showed strong focused attention and perceived reward but lower aesthetic appeal. SAM responses indicated predominantly positive affect. Qualitative findings revealed that initial confusion and visual discomfort were often replaced by curiosity and cognitive adaptation. Participants described the core mechanic as creative and engaging, with curiosity about its technical aspects. These results emphasize the importance of well-designed onboarding in supporting motivation and cognitive flow in innovative games, offering insights for both evaluation methods and experiential design in game research.

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Player Experience with New Mechanics: A Mixed-Methods Study of Motivation, Emotion, and Engagement

  • Jamyle Teles,
  • Mariana Castro,
  • Isabelle Reinbold,
  • Bosco Borges,
  • Ticianne Darin

摘要

Understanding players’ early gameplay experiences is crucial, especially in games with unconventional mechanics. Fez, a puzzle-platformer, introduces a perspective-rotation mechanic that transforms gameplay from 2D to a 3D-like experience. While prior studies have addressed soundtrack and usability, little is known about how such innovative design affects novice players during onboarding. This study investigated player experience using a mixed-methods evaluation grounded in Human-Computer Interaction and game design. We combined four validated instruments—SAM (emotion), IMI-Teq-Br (intrinsic motivation), UES-Br (engagement), and PX-Br (player experience) - with interviews and behavioral observations. Data from 27 participants revealed high pleasure, autonomy, and engagement, though perceived competence varied. UES-Br scores showed strong focused attention and perceived reward but lower aesthetic appeal. SAM responses indicated predominantly positive affect. Qualitative findings revealed that initial confusion and visual discomfort were often replaced by curiosity and cognitive adaptation. Participants described the core mechanic as creative and engaging, with curiosity about its technical aspects. These results emphasize the importance of well-designed onboarding in supporting motivation and cognitive flow in innovative games, offering insights for both evaluation methods and experiential design in game research.