To Be or Not to Be Stuck, or Is It a Continuum? A Systematic Literature Review on the Concept of Being Stuck in Games

  • Tobias Drey
  • , Fabian Fischbach
  • , Pascal Jansen
  • , Julian Frommel
  • , Michael Rietzler
  • , Enrico Rukzio

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Players can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is stuck, as no widely accepted definition of "being stuck"in games exists. We conducted 13 expert interviews and a systematic literature review with 104 relevant papers selected from 4022 candidates. We present a definition of "being stuck"that conceptualizes the state as a continuum and contextualize it within related concepts. Our stuck continuum can be applied to regulate the player's stuck level. We propose a taxonomy of measures that are useful for the detection of the level of stuckness and discuss the effectiveness of countermeasures. Our stuck concept is crucial for game developers creating an optimal player experience in games.

Original languageEnglish
Article number229
JournalProceedings of the ACM on Human-Computer Interaction
Volume5
Issue numberCHIPLAY
DOIs
Publication statusPublished - Sept 2021

Bibliographical note

Funding Information:
This work was conducted within the project ”AuCity 2 - AR in University Teaching Using the Example of Civil Engineering“, funded by the Federal Ministry of Education and Research (BMBF) and within the German Research Foundation (DFG) project ”Empirical Assessment of Presence and Immersion in Augmented and Virtual Realities“ (RU 1605/4-1).

Publisher Copyright:
© 2021 ACM.

Funding

This work was conducted within the project ”AuCity 2 - AR in University Teaching Using the Example of Civil Engineering“, funded by the Federal Ministry of Education and Research (BMBF) and within the German Research Foundation (DFG) project ”Empirical Assessment of Presence and Immersion in Augmented and Virtual Realities“ (RU 1605/4-1).

Keywords

  • continuum
  • games
  • interviews
  • stuck
  • survey
  • systematic literature review
  • taxonomy

Fingerprint

Dive into the research topics of 'To Be or Not to Be Stuck, or Is It a Continuum? A Systematic Literature Review on the Concept of Being Stuck in Games'. Together they form a unique fingerprint.

Cite this