Abstract
This article investigates computer-game aesthetics using Q methodology. Four criteria (fantasy, curiosity, challenge, and interactivity) useful in evaluating computer games in past research are isolated. A naturalistic Q-sample of statements based on these criteria are then rank ordered by "frequent" and "accomplished" computer gameplayers. Factor analysis ofthe Q-sort indicates those aesthetics associated with "all games, " "video games, " and "home computer game&" Further results compare video-game aesthetics with home-computer-game aesthetics. Suggestions for further research discuss the advantages of basing game evaluation and criticism on subjective elements ofplay.
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