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a critical variable in video game design is the setting in which the player plays the game. according to the classic disney film theme park, the setting has a profound impact on the performance of the game, which in turn affects the customer experience and ultimately, the willingness to purchase items in the theme park (elder, 2013; elder et al., 2013). elder et al. (2013) developed an experiment involving one of the most popular theme parks, disneyland. they asked visitors about their expectations and preferences, as well as their overall experience and ratings of the park in comparison with other amusement parks. they then analyzed the setting of the park and the immersive setting. the study found that visitors who were at the park for a long period of time were highly satisfied with the setting because they were immersed in the brand and context of the theme park. visitors who spent little time at the park were less satisfied with their experience. the results also revealed that a single setting was not enough to fully compensate for a bad experience. in fact, a bad experience resulted in more negative evaluations of the theme park setting than positive evaluations, even though all participants had a positive experience.
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the lack of attention to context has resulted in a problem-filled situation in which the gaming industry perceives a myriad of issues that have yet to be addressed to achieve the goal of real-life players (elder et al., 2013). one of the key issues is boredom, which can result in reduced interest in a game or decreased player engagement and enjoyment. dallmeier and heier (2008) pointed out that many users (as opposed to casual players) do not want to play the same game as they played before. in particular, they state that long-term users desire games that are deeper and more engaging than those of casual players. game designers should therefore not aim to appeal to casual players, as they would be bored and would not play the game.