Grinding in video games and its effects on user experience
Reponen, Ilkka (2025)
Reponen, Ilkka
2025
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025121838121
https://urn.fi/URN:NBN:fi:amk-2025121838121
Tiivistelmä
Aiheesta grindaaminen - toistuva työ videopeleissä ja sen vaikutuksista käyttökokemukseen on tutkittu akateemisesti vähän. Tutkimuksen kohdealueeksi valittiin yksi videopeli, Helldivers 2. Sen pelattavuuden toistuva kierre ja grindaamismahdollisuudet analysoidaan, ja käyttäjäkokemuksesta tehdään johtopäätöksiä. Tuloksia voidaan sitten käyttää tiedon levittämiseen aiheesta ja videopelien kehityksen hyödyttämiseen esimerkiksi käyttäjäpysyvyyden parantamisessa. Tutkimus toteutettiin sekamenetelmällä, johon liittyi kirjallisuuskatsaus, jota avusti kvantitatiivinen ja kvalitatiivinen tiedonkeruu. Käyttäjädataa kerättiin pelin sosiaalisen median yhteisöissä jaetulla kyselyllä. Kyselyn aineistoa ja peliä analysoitiin kirjallisuuskatsauksena grindaamisen analysoimiseksi ja johtopäätösten tekemiseksi. Kyselyn tulokset visualisoitiin ja niitä käytettiin analyysin ohjaamiseen. Helldivers 2:n todettiin olevan pidetty, ja sen grindaaminen oli toteutettu hyvin. Tutkimus osoittaa useita näkökohtia, joita voitaisiin käyttää tulevien tutkimusten toteuttamiseen. Grinding in video games and its effects on user experience held little academic studies on the matter. A single video game, Helldivers 2, was chosen as a focus. Its gameplay loop and grinding opportunities needed to be analysed and user experience was required to draw conclusions from. Results could then be used to spread information on the subject and benefit video game development in fields such as user retention.
Mixed method research with literature review, aided with quantitative and qualitative data collection was conducted. User data was collected using a survey shared through the game’s social media communities.
The survey data and the game was analysed as a literature review to analyse and draw conclusions on grinding. Survey results were visualised and used to guide the analysis.
Helldivers 2 was found to be liked, and its grinding was executed well. Research pointed to several aspects that could be used to launch future research.
Mixed method research with literature review, aided with quantitative and qualitative data collection was conducted. User data was collected using a survey shared through the game’s social media communities.
The survey data and the game was analysed as a literature review to analyse and draw conclusions on grinding. Survey results were visualised and used to guide the analysis.
Helldivers 2 was found to be liked, and its grinding was executed well. Research pointed to several aspects that could be used to launch future research.
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